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ISimpleAnimationMethods

Trait ISimpleAnimationMethods 

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pub trait ISimpleAnimationMethods: ISimpleAnimation {
Show 49 methods // Provided methods fn get_animator(self) -> Animator { ... } fn get_animate_physics(self) -> bool { ... } fn set_animate_physics(self, value: impl Into<bool>) { ... } fn get_culling_mode(self) -> AnimatorCullingMode { ... } fn set_culling_mode(self, value: impl Into<AnimatorCullingMode>) { ... } fn get_is_playing(self) -> bool { ... } fn get_play_automatically(self) -> bool { ... } fn set_play_automatically(self, value: impl Into<bool>) { ... } fn get_clip(self) -> AnimationClip { ... } fn set_clip(self, value: impl Into<AnimationClip>) { ... } fn get_wrap_mode(self) -> WrapMode { ... } fn set_wrap_mode(self, value: impl Into<WrapMode>) { ... } fn add_clip( self, clip: impl Into<AnimationClip>, new_name: impl Into<Il2CppString>, ) { ... } fn blend( self, state_name: impl Into<Il2CppString>, target_weight: impl Into<f32>, fade_length: impl Into<f32>, ) { ... } fn cross_fade( self, state_name: impl Into<Il2CppString>, fade_length: impl Into<f32>, ) { ... } fn cross_fade_queued( self, state_name: impl Into<Il2CppString>, fade_length: impl Into<f32>, queue_mode: impl Into<QueueMode>, ) { ... } fn get_clip_count(self) -> i32 { ... } fn is_playing(self, state_name: impl Into<Il2CppString>) -> bool { ... } fn stop(self) { ... } fn stop_2(self, state_name: impl Into<Il2CppString>) { ... } fn sample(self) { ... } fn play(self) -> bool { ... } fn add_state( self, clip: impl Into<AnimationClip>, name: impl Into<Il2CppString>, ) { ... } fn remove_state(self, name: impl Into<Il2CppString>) { ... } fn play_2(self, state_name: impl Into<Il2CppString>) -> bool { ... } fn play_queued( self, state_name: impl Into<Il2CppString>, queue_mode: impl Into<QueueMode>, ) { ... } fn remove_clip(self, clip: impl Into<AnimationClip>) { ... } fn rewind(self) { ... } fn rewind_2(self, state_name: impl Into<Il2CppString>) { ... } fn get_state( self, state_name: impl Into<Il2CppString>, ) -> SimpleAnimation_State { ... } fn get_states(self) -> IEnumerable_1<SimpleAnimation_State> { ... } fn get_item(self, name: impl Into<Il2CppString>) -> SimpleAnimation_State { ... } fn is_finished(self, rest_time: impl Into<f32>) -> bool { ... } fn set_speed(self, speed: impl Into<f32>) { ... } fn kick(self) { ... } fn on_enable(self) { ... } fn on_disable(self) { ... } fn reset(self) { ... } fn initialize(self) { ... } fn ensure_default_state_exists(self) { ... } fn awake(self) { ... } fn on_destroy(self) { ... } fn on_playable_done(self) { ... } fn rebuild_states(self) { ... } fn create_default_editor_state(self) -> SimpleAnimation_EditorState { ... } fn invalid_legacy_clip_error( self, clip_name: impl Into<Il2CppString>, state_name: impl Into<Il2CppString>, ) { ... } fn on_validate(self) { ... } fn get_animation_clips(self, results: impl Into<List_1<AnimationClip>>) { ... } fn ctor(self) { ... }
}

Provided Methods§

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fn get_animator(self) -> Animator

get_animator() overload

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fn get_animate_physics(self) -> bool

get_animatePhysics() overload

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fn set_animate_physics(self, value: impl Into<bool>)

set_animatePhysics(bool) overload

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fn get_culling_mode(self) -> AnimatorCullingMode

get_cullingMode() overload

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fn set_culling_mode(self, value: impl Into<AnimatorCullingMode>)

set_cullingMode(crate::unity_engine::animatorcullingmode::AnimatorCullingMode) overload

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fn get_is_playing(self) -> bool

get_isPlaying() overload

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fn get_play_automatically(self) -> bool

get_playAutomatically() overload

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fn set_play_automatically(self, value: impl Into<bool>)

set_playAutomatically(bool) overload

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fn get_clip(self) -> AnimationClip

get_clip() overload

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fn set_clip(self, value: impl Into<AnimationClip>)

set_clip(crate::unity_engine::animationclip::AnimationClip) overload

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fn get_wrap_mode(self) -> WrapMode

get_wrapMode() overload

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fn set_wrap_mode(self, value: impl Into<WrapMode>)

set_wrapMode(crate::unity_engine::wrapmode::WrapMode) overload

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fn add_clip( self, clip: impl Into<AnimationClip>, new_name: impl Into<Il2CppString>, )

AddClip(crate::unity_engine::animationclip::AnimationClip, ::unity::Il2CppString) overload

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fn blend( self, state_name: impl Into<Il2CppString>, target_weight: impl Into<f32>, fade_length: impl Into<f32>, )

Blend(::unity::Il2CppString, f32, f32) overload

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fn cross_fade( self, state_name: impl Into<Il2CppString>, fade_length: impl Into<f32>, )

CrossFade(::unity::Il2CppString, f32) overload

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fn cross_fade_queued( self, state_name: impl Into<Il2CppString>, fade_length: impl Into<f32>, queue_mode: impl Into<QueueMode>, )

CrossFadeQueued(::unity::Il2CppString, f32, crate::unity_engine::queuemode::QueueMode) overload

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fn get_clip_count(self) -> i32

GetClipCount() overload

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fn is_playing(self, state_name: impl Into<Il2CppString>) -> bool

IsPlaying(::unity::Il2CppString) overload

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fn stop(self)

Stop() overload

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fn stop_2(self, state_name: impl Into<Il2CppString>)

Stop(::unity::Il2CppString) overload

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fn sample(self)

Sample() overload

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fn play(self) -> bool

Play() overload

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fn add_state( self, clip: impl Into<AnimationClip>, name: impl Into<Il2CppString>, )

AddState(crate::unity_engine::animationclip::AnimationClip, ::unity::Il2CppString) overload

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fn remove_state(self, name: impl Into<Il2CppString>)

RemoveState(::unity::Il2CppString) overload

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fn play_2(self, state_name: impl Into<Il2CppString>) -> bool

Play(::unity::Il2CppString) overload

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fn play_queued( self, state_name: impl Into<Il2CppString>, queue_mode: impl Into<QueueMode>, )

PlayQueued(::unity::Il2CppString, crate::unity_engine::queuemode::QueueMode) overload

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fn remove_clip(self, clip: impl Into<AnimationClip>)

RemoveClip(crate::unity_engine::animationclip::AnimationClip) overload

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fn rewind(self)

Rewind() overload

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fn rewind_2(self, state_name: impl Into<Il2CppString>)

Rewind(::unity::Il2CppString) overload

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fn get_state(self, state_name: impl Into<Il2CppString>) -> SimpleAnimation_State

GetState(::unity::Il2CppString) overload

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fn get_states(self) -> IEnumerable_1<SimpleAnimation_State>

GetStates() overload

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fn get_item(self, name: impl Into<Il2CppString>) -> SimpleAnimation_State

get_Item(::unity::Il2CppString) overload

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fn is_finished(self, rest_time: impl Into<f32>) -> bool

IsFinished(f32) overload

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fn set_speed(self, speed: impl Into<f32>)

SetSpeed(f32) overload

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fn kick(self)

Kick() overload

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fn on_enable(self)

OnEnable() overload

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fn on_disable(self)

OnDisable() overload

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fn reset(self)

Reset() overload

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fn initialize(self)

Initialize() overload

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fn ensure_default_state_exists(self)

EnsureDefaultStateExists() overload

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fn awake(self)

Awake() overload

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fn on_destroy(self)

OnDestroy() overload

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fn on_playable_done(self)

OnPlayableDone() overload

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fn rebuild_states(self)

RebuildStates() overload

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fn create_default_editor_state(self) -> SimpleAnimation_EditorState

CreateDefaultEditorState() overload

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fn invalid_legacy_clip_error( self, clip_name: impl Into<Il2CppString>, state_name: impl Into<Il2CppString>, )

InvalidLegacyClipError(::unity::Il2CppString, ::unity::Il2CppString) overload

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fn on_validate(self)

OnValidate() overload

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fn get_animation_clips(self, results: impl Into<List_1<AnimationClip>>)

GetAnimationClips(crate::system::collections::generic::list_1::List_1<crate::unity_engine::animationclip::AnimationClip>) overload

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fn ctor(self)

.ctor() 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§

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impl<__T: ISimpleAnimation> ISimpleAnimationMethods for __T

Available on crate feature root-simpleanimation only.