pub trait IMapInfoGaugeSubLocatorRoot: IMonoBehaviour {
Show 104 methods
// Provided methods
fn m_on_map_statuses(self) -> Array<GameObject> { ... }
fn set_m_on_map_statuses(self, value: Array<GameObject>) { ... }
fn m_images(self) -> Array<Image> { ... }
fn set_m_images(self, value: Array<Image>) { ... }
fn m_base_balloon_pos(self) -> Vector3 { ... }
fn set_m_base_balloon_pos(self, value: Vector3) { ... }
fn m_base_color(self) -> Color { ... }
fn set_m_base_color(self, value: Color) { ... }
fn m_unit_screen_pos_local_scale(self) -> Vector3 { ... }
fn set_m_unit_screen_pos_local_scale(self, value: Vector3) { ... }
fn m_screen_half(self) -> Vector3 { ... }
fn set_m_screen_half(self, value: Vector3) { ... }
fn m_state_list(self) -> List_1<MapUIGauge_IconIndex> { ... }
fn set_m_state_list(self, value: List_1<MapUIGauge_IconIndex>) { ... }
fn m_balloon_list(self) -> List_1<MapUIGauge_IconIndex> { ... }
fn set_m_balloon_list(self, value: List_1<MapUIGauge_IconIndex>) { ... }
fn m_hp_before_battle(self) -> i32 { ... }
fn set_m_hp_before_battle(self, value: i32) { ... }
fn m_hp_after_battle(self) -> i32 { ... }
fn set_m_hp_after_battle(self, value: i32) { ... }
fn m_is_break_after_battle(self) -> bool { ... }
fn set_m_is_break_after_battle(self, value: bool) { ... }
fn m_is_suppress_for_hp_stock(self) -> bool { ... }
fn set_m_is_suppress_for_hp_stock(self, value: bool) { ... }
fn m_is_complete(self) -> bool { ... }
fn set_m_is_complete(self, value: bool) { ... }
fn m_weapon(self) -> Transform { ... }
fn set_m_weapon(self, value: Transform) { ... }
fn m_break(self) -> Transform { ... }
fn set_m_break(self, value: Transform) { ... }
fn m_rod(self) -> Transform { ... }
fn set_m_rod(self, value: Transform) { ... }
fn m_balloon(self) -> Transform { ... }
fn set_m_balloon(self, value: Transform) { ... }
fn m_fade_balloon(self) -> Transform { ... }
fn set_m_fade_balloon(self, value: Transform) { ... }
fn m_relay_exit(self) -> Transform { ... }
fn set_m_relay_exit(self, value: Transform) { ... }
fn m_skill_effect(self) -> Transform { ... }
fn set_m_skill_effect(self, value: Transform) { ... }
fn m_fade_skill_effect(self) -> Transform { ... }
fn set_m_fade_skill_effect(self, value: Transform) { ... }
fn m_drop_item(self) -> Transform { ... }
fn set_m_drop_item(self, value: Transform) { ... }
fn m_god_face(self) -> Transform { ... }
fn set_m_god_face(self, value: Transform) { ... }
fn m_engage_count(self) -> Transform { ... }
fn set_m_engage_count(self, value: Transform) { ... }
fn m_shine_engage_count(self) -> Transform { ... }
fn set_m_shine_engage_count(self, value: Transform) { ... }
fn m_engage_count_max_effect(self) -> RectTransform { ... }
fn set_m_engage_count_max_effect(self, value: RectTransform) { ... }
fn m_charge_effect(self) -> Transform { ... }
fn set_m_charge_effect(self, value: Transform) { ... }
fn m_recovery_effect(self) -> Transform { ... }
fn set_m_recovery_effect(self, value: Transform) { ... }
fn m_engage_count_charge(self) -> GameObject { ... }
fn set_m_engage_count_charge(self, value: GameObject) { ... }
fn m_engage_count_full(self) -> GameObject { ... }
fn set_m_engage_count_full(self, value: GameObject) { ... }
fn m_turn_recovery(self) -> GameObject { ... }
fn set_m_turn_recovery(self, value: GameObject) { ... }
fn m_hp_gauge_base(self) -> Transform { ... }
fn set_m_hp_gauge_base(self, value: Transform) { ... }
fn m_hp_gauge_front(self) -> Transform { ... }
fn set_m_hp_gauge_front(self, value: Transform) { ... }
fn m_hp_gauge_damage(self) -> Transform { ... }
fn set_m_hp_gauge_damage(self, value: Transform) { ... }
fn m_hp_gauge_shine_damage(self) -> Transform { ... }
fn set_m_hp_gauge_shine_damage(self, value: Transform) { ... }
fn m_hp_gauge_frame(self) -> Transform { ... }
fn set_m_hp_gauge_frame(self, value: Transform) { ... }
fn m_hp_stock0(self) -> Transform { ... }
fn set_m_hp_stock0(self, value: Transform) { ... }
fn m_hp_stock1(self) -> Transform { ... }
fn set_m_hp_stock1(self, value: Transform) { ... }
fn m_hp_stock2(self) -> Transform { ... }
fn set_m_hp_stock2(self, value: Transform) { ... }
fn m_hp_stock_effect(self) -> Transform { ... }
fn set_m_hp_stock_effect(self, value: Transform) { ... }
fn m_red_stock_break_effect(self) -> GameObject { ... }
fn set_m_red_stock_break_effect(self, value: GameObject) { ... }
fn m_red_stock_create_effect(self) -> GameObject { ... }
fn set_m_red_stock_create_effect(self, value: GameObject) { ... }
fn m_blue_stock_break_effect(self) -> GameObject { ... }
fn set_m_blue_stock_break_effect(self, value: GameObject) { ... }
fn m_blue_stock_create_effect(self) -> GameObject { ... }
fn set_m_blue_stock_create_effect(self, value: GameObject) { ... }
fn m_left_top(self) -> Transform { ... }
fn set_m_left_top(self, value: Transform) { ... }
fn m_right_bottom(self) -> Transform { ... }
fn set_m_right_bottom(self, value: Transform) { ... }
fn m_rod_base_pos(self) -> Vector3 { ... }
fn set_m_rod_base_pos(self, value: Vector3) { ... }
fn m_rod_local_offset(self) -> Vector3 { ... }
fn set_m_rod_local_offset(self, value: Vector3) { ... }
fn m_orig_count_max_scale(self) -> Vector2 { ... }
fn set_m_orig_count_max_scale(self, value: Vector2) { ... }
fn m_engage_turn_recovery_effect_offset(self) -> Vector3 { ... }
fn set_m_engage_turn_recovery_effect_offset(self, value: Vector3) { ... }
fn m_engage_turn_flipbook(self) -> Flipbook { ... }
fn set_m_engage_turn_flipbook(self, value: Flipbook) { ... }
fn m_hp_stock_flipbook(self) -> Flipbook { ... }
fn set_m_hp_stock_flipbook(self, value: Flipbook) { ... }
}Provided Methods§
fn m_on_map_statuses(self) -> Array<GameObject>
fn set_m_on_map_statuses(self, value: Array<GameObject>)
fn m_images(self) -> Array<Image>
fn set_m_images(self, value: Array<Image>)
fn m_base_balloon_pos(self) -> Vector3
fn set_m_base_balloon_pos(self, value: Vector3)
fn m_base_color(self) -> Color
fn set_m_base_color(self, value: Color)
fn m_unit_screen_pos_local_scale(self) -> Vector3
fn set_m_unit_screen_pos_local_scale(self, value: Vector3)
fn m_screen_half(self) -> Vector3
fn set_m_screen_half(self, value: Vector3)
fn m_state_list(self) -> List_1<MapUIGauge_IconIndex>
fn set_m_state_list(self, value: List_1<MapUIGauge_IconIndex>)
fn m_balloon_list(self) -> List_1<MapUIGauge_IconIndex>
fn set_m_balloon_list(self, value: List_1<MapUIGauge_IconIndex>)
fn m_hp_before_battle(self) -> i32
fn set_m_hp_before_battle(self, value: i32)
fn m_hp_after_battle(self) -> i32
fn set_m_hp_after_battle(self, value: i32)
fn m_is_break_after_battle(self) -> bool
fn set_m_is_break_after_battle(self, value: bool)
fn m_is_suppress_for_hp_stock(self) -> bool
fn set_m_is_suppress_for_hp_stock(self, value: bool)
fn m_is_complete(self) -> bool
fn set_m_is_complete(self, value: bool)
fn m_weapon(self) -> Transform
fn set_m_weapon(self, value: Transform)
fn m_break(self) -> Transform
fn set_m_break(self, value: Transform)
fn m_rod(self) -> Transform
fn set_m_rod(self, value: Transform)
fn m_balloon(self) -> Transform
fn set_m_balloon(self, value: Transform)
fn m_fade_balloon(self) -> Transform
fn set_m_fade_balloon(self, value: Transform)
fn m_relay_exit(self) -> Transform
fn set_m_relay_exit(self, value: Transform)
fn m_skill_effect(self) -> Transform
fn set_m_skill_effect(self, value: Transform)
fn m_fade_skill_effect(self) -> Transform
fn set_m_fade_skill_effect(self, value: Transform)
fn m_drop_item(self) -> Transform
fn set_m_drop_item(self, value: Transform)
fn m_god_face(self) -> Transform
fn set_m_god_face(self, value: Transform)
fn m_engage_count(self) -> Transform
fn set_m_engage_count(self, value: Transform)
fn m_shine_engage_count(self) -> Transform
fn set_m_shine_engage_count(self, value: Transform)
fn m_engage_count_max_effect(self) -> RectTransform
fn set_m_engage_count_max_effect(self, value: RectTransform)
fn m_charge_effect(self) -> Transform
fn set_m_charge_effect(self, value: Transform)
fn m_recovery_effect(self) -> Transform
fn set_m_recovery_effect(self, value: Transform)
fn m_engage_count_charge(self) -> GameObject
fn set_m_engage_count_charge(self, value: GameObject)
fn m_engage_count_full(self) -> GameObject
fn set_m_engage_count_full(self, value: GameObject)
fn m_turn_recovery(self) -> GameObject
fn set_m_turn_recovery(self, value: GameObject)
fn m_hp_gauge_base(self) -> Transform
fn set_m_hp_gauge_base(self, value: Transform)
fn m_hp_gauge_front(self) -> Transform
fn set_m_hp_gauge_front(self, value: Transform)
fn m_hp_gauge_damage(self) -> Transform
fn set_m_hp_gauge_damage(self, value: Transform)
fn m_hp_gauge_shine_damage(self) -> Transform
fn set_m_hp_gauge_shine_damage(self, value: Transform)
fn m_hp_gauge_frame(self) -> Transform
fn set_m_hp_gauge_frame(self, value: Transform)
fn m_hp_stock0(self) -> Transform
fn set_m_hp_stock0(self, value: Transform)
fn m_hp_stock1(self) -> Transform
fn set_m_hp_stock1(self, value: Transform)
fn m_hp_stock2(self) -> Transform
fn set_m_hp_stock2(self, value: Transform)
fn m_hp_stock_effect(self) -> Transform
fn set_m_hp_stock_effect(self, value: Transform)
fn m_red_stock_break_effect(self) -> GameObject
fn set_m_red_stock_break_effect(self, value: GameObject)
fn m_red_stock_create_effect(self) -> GameObject
fn set_m_red_stock_create_effect(self, value: GameObject)
fn m_blue_stock_break_effect(self) -> GameObject
fn set_m_blue_stock_break_effect(self, value: GameObject)
fn m_blue_stock_create_effect(self) -> GameObject
fn set_m_blue_stock_create_effect(self, value: GameObject)
fn m_left_top(self) -> Transform
fn set_m_left_top(self, value: Transform)
fn m_right_bottom(self) -> Transform
fn set_m_right_bottom(self, value: Transform)
fn m_rod_base_pos(self) -> Vector3
fn set_m_rod_base_pos(self, value: Vector3)
fn m_rod_local_offset(self) -> Vector3
fn set_m_rod_local_offset(self, value: Vector3)
fn m_orig_count_max_scale(self) -> Vector2
fn set_m_orig_count_max_scale(self, value: Vector2)
fn m_engage_turn_recovery_effect_offset(self) -> Vector3
fn set_m_engage_turn_recovery_effect_offset(self, value: Vector3)
fn m_engage_turn_flipbook(self) -> Flipbook
fn set_m_engage_turn_flipbook(self, value: Flipbook)
fn m_hp_stock_flipbook(self) -> Flipbook
fn set_m_hp_stock_flipbook(self, value: Flipbook)
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.