Skip to main content

IMapPanelTarget

Trait IMapPanelTarget 

Source
pub trait IMapPanelTarget: IMapPanelBase_1<MapPanelTarget> {
Show 72 methods // Provided methods fn m_moving_alpha(self) -> GameCurve { ... } fn set_m_moving_alpha(self, value: GameCurve) { ... } fn m_stopped_alpha(self) -> GameCurve { ... } fn set_m_stopped_alpha(self, value: GameCurve) { ... } fn m_danger_units(self) -> Dictionary_2<i32, MapPanelTarget_DangerType> { ... } fn set_m_danger_units( self, value: Dictionary_2<i32, MapPanelTarget_DangerType>, ) { ... } fn m_general_material(self) -> Material { ... } fn set_m_general_material(self, value: Material) { ... } fn m_engage_material(self) -> Material { ... } fn set_m_engage_material(self, value: Material) { ... } fn m_gunner_material(self) -> Material { ... } fn set_m_gunner_material(self, value: Material) { ... } fn m_full_bullet_material(self) -> Material { ... } fn set_m_full_bullet_material(self, value: Material) { ... } fn m_default_color(self) -> Color { ... } fn set_m_default_color(self, value: Color) { ... } fn m_disadvantage_color(self) -> Color { ... } fn set_m_disadvantage_color(self, value: Color) { ... } fn m_criticaled_color(self) -> Color { ... } fn set_m_criticaled_color(self, value: Color) { ... } fn m_engage_color(self) -> Color { ... } fn set_m_engage_color(self, value: Color) { ... } fn m_gunner_color(self) -> Color { ... } fn set_m_gunner_color(self, value: Color) { ... } fn m_friendly_impact_color(self) -> Color { ... } fn set_m_friendly_impact_color(self, value: Color) { ... } fn m_hostile_impact_color(self) -> Color { ... } fn set_m_hostile_impact_color(self, value: Color) { ... } fn m_scroll_for_general(self) -> AnimationCurve { ... } fn set_m_scroll_for_general(self, value: AnimationCurve) { ... } fn m_scroll_for_gunner(self) -> AnimationCurve { ... } fn set_m_scroll_for_gunner(self, value: AnimationCurve) { ... } fn m_alpha_curve(self) -> AnimationCurve { ... } fn set_m_alpha_curve(self, value: AnimationCurve) { ... } fn m_position_z_offset_for_general(self) -> f32 { ... } fn set_m_position_z_offset_for_general(self, value: f32) { ... } fn m_position_z_offset_for_horse(self) -> f32 { ... } fn set_m_position_z_offset_for_horse(self, value: f32) { ... } fn m_position_z_offset_for_fly(self) -> f32 { ... } fn set_m_position_z_offset_for_fly(self, value: f32) { ... } fn m_position_z_offset_for_bmap_size2(self) -> f32 { ... } fn set_m_position_z_offset_for_bmap_size2(self, value: f32) { ... } fn m_position_z_offset_for_bmap_size3(self) -> f32 { ... } fn set_m_position_z_offset_for_bmap_size3(self, value: f32) { ... } fn m_position_z_offset_for_bmap_size5(self) -> f32 { ... } fn set_m_position_z_offset_for_bmap_size5(self, value: f32) { ... } fn m_arch_height_offset(self) -> f32 { ... } fn set_m_arch_height_offset(self, value: f32) { ... } fn m_general_attacker_list(self) -> List_1<Unit> { ... } fn set_m_general_attacker_list(self, value: List_1<Unit>) { ... } fn m_engage_attacker_list(self) -> List_1<Unit> { ... } fn set_m_engage_attacker_list(self, value: List_1<Unit>) { ... } fn m_gunner_list(self) -> List_1<Unit> { ... } fn set_m_gunner_list(self, value: List_1<Unit>) { ... } fn m_full_bullet_list(self) -> List_1<Unit> { ... } fn set_m_full_bullet_list(self, value: List_1<Unit>) { ... } fn m_target(self) -> Unit { ... } fn set_m_target(self, value: Unit) { ... } fn m_dest_x(self) -> i32 { ... } fn set_m_dest_x(self, value: i32) { ... } fn m_dest_z(self) -> i32 { ... } fn set_m_dest_z(self, value: i32) { ... } fn m_property_id(self) -> i32 { ... } fn set_m_property_id(self, value: i32) { ... } fn m_time(self) -> f32 { ... } fn set_m_time(self, value: f32) { ... } fn m_current(self) -> GameCurve { ... } fn set_m_current(self, value: GameCurve) { ... } fn m_arrow(self) -> MapArrow { ... } fn set_m_arrow(self, value: MapArrow) { ... } fn m_dirty_flag(self) -> MapPanelTarget_DirtyType { ... } fn set_m_dirty_flag(self, value: MapPanelTarget_DirtyType) { ... }
}

Provided Methods§

Source

fn m_moving_alpha(self) -> GameCurve

Source

fn set_m_moving_alpha(self, value: GameCurve)

Source

fn m_stopped_alpha(self) -> GameCurve

Source

fn set_m_stopped_alpha(self, value: GameCurve)

Source

fn m_danger_units(self) -> Dictionary_2<i32, MapPanelTarget_DangerType>

Source

fn set_m_danger_units(self, value: Dictionary_2<i32, MapPanelTarget_DangerType>)

Source

fn m_general_material(self) -> Material

Source

fn set_m_general_material(self, value: Material)

Source

fn m_engage_material(self) -> Material

Source

fn set_m_engage_material(self, value: Material)

Source

fn m_gunner_material(self) -> Material

Source

fn set_m_gunner_material(self, value: Material)

Source

fn m_full_bullet_material(self) -> Material

Source

fn set_m_full_bullet_material(self, value: Material)

Source

fn m_default_color(self) -> Color

Source

fn set_m_default_color(self, value: Color)

Source

fn m_disadvantage_color(self) -> Color

Source

fn set_m_disadvantage_color(self, value: Color)

Source

fn m_criticaled_color(self) -> Color

Source

fn set_m_criticaled_color(self, value: Color)

Source

fn m_engage_color(self) -> Color

Source

fn set_m_engage_color(self, value: Color)

Source

fn m_gunner_color(self) -> Color

Source

fn set_m_gunner_color(self, value: Color)

Source

fn m_friendly_impact_color(self) -> Color

Source

fn set_m_friendly_impact_color(self, value: Color)

Source

fn m_hostile_impact_color(self) -> Color

Source

fn set_m_hostile_impact_color(self, value: Color)

Source

fn m_scroll_for_general(self) -> AnimationCurve

Source

fn set_m_scroll_for_general(self, value: AnimationCurve)

Source

fn m_scroll_for_gunner(self) -> AnimationCurve

Source

fn set_m_scroll_for_gunner(self, value: AnimationCurve)

Source

fn m_alpha_curve(self) -> AnimationCurve

Source

fn set_m_alpha_curve(self, value: AnimationCurve)

Source

fn m_position_z_offset_for_general(self) -> f32

Source

fn set_m_position_z_offset_for_general(self, value: f32)

Source

fn m_position_z_offset_for_horse(self) -> f32

Source

fn set_m_position_z_offset_for_horse(self, value: f32)

Source

fn m_position_z_offset_for_fly(self) -> f32

Source

fn set_m_position_z_offset_for_fly(self, value: f32)

Source

fn m_position_z_offset_for_bmap_size2(self) -> f32

Source

fn set_m_position_z_offset_for_bmap_size2(self, value: f32)

Source

fn m_position_z_offset_for_bmap_size3(self) -> f32

Source

fn set_m_position_z_offset_for_bmap_size3(self, value: f32)

Source

fn m_position_z_offset_for_bmap_size5(self) -> f32

Source

fn set_m_position_z_offset_for_bmap_size5(self, value: f32)

Source

fn m_arch_height_offset(self) -> f32

Source

fn set_m_arch_height_offset(self, value: f32)

Source

fn m_general_attacker_list(self) -> List_1<Unit>

Source

fn set_m_general_attacker_list(self, value: List_1<Unit>)

Source

fn m_engage_attacker_list(self) -> List_1<Unit>

Source

fn set_m_engage_attacker_list(self, value: List_1<Unit>)

Source

fn m_gunner_list(self) -> List_1<Unit>

Source

fn set_m_gunner_list(self, value: List_1<Unit>)

Source

fn m_full_bullet_list(self) -> List_1<Unit>

Source

fn set_m_full_bullet_list(self, value: List_1<Unit>)

Source

fn m_target(self) -> Unit

Source

fn set_m_target(self, value: Unit)

Source

fn m_dest_x(self) -> i32

Source

fn set_m_dest_x(self, value: i32)

Source

fn m_dest_z(self) -> i32

Source

fn set_m_dest_z(self, value: i32)

Source

fn m_property_id(self) -> i32

Source

fn set_m_property_id(self, value: i32)

Source

fn m_time(self) -> f32

Source

fn set_m_time(self, value: f32)

Source

fn m_current(self) -> GameCurve

Source

fn set_m_current(self, value: GameCurve)

Source

fn m_arrow(self) -> MapArrow

Source

fn set_m_arrow(self, value: MapArrow)

Source

fn m_dirty_flag(self) -> MapPanelTarget_DirtyType

Source

fn set_m_dirty_flag(self, value: MapPanelTarget_DirtyType)

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§