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IAkTimelineEventPlayableBehaviorMethods

Trait IAkTimelineEventPlayableBehaviorMethods 

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pub trait IAkTimelineEventPlayableBehaviorMethods: IAkTimelineEventPlayableBehavior {
Show 19 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, playable: impl Into<Playable>, info: impl Into<FrameData>, ) -> bool { ... } fn print_info( self, function_name: impl Into<Il2CppString>, playable: impl Into<Playable>, info: impl Into<FrameData>, ) { ... } 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§

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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

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fn is_scrubbing( self, playable: impl Into<Playable>, info: impl Into<FrameData>, ) -> bool

IsScrubbing(crate::unity_engine::playables::playable::Playable, crate::unity_engine::playables::framedata::FrameData) overload

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fn print_info( self, function_name: impl Into<Il2CppString>, playable: impl Into<Playable>, info: impl Into<FrameData>, )

PrintInfo(::unity::Il2CppString, crate::unity_engine::playables::playable::Playable, crate::unity_engine::playables::framedata::FrameData) overload

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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

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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

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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

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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

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fn should_play(self, playable: impl Into<Playable>) -> bool

ShouldPlay(crate::unity_engine::playables::playable::Playable) overload

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fn check_for_fade_in_fade_out(self, playable: impl Into<Playable>)

CheckForFadeInFadeOut(crate::unity_engine::playables::playable::Playable) overload

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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

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fn trigger_fade_in(self, playable: impl Into<Playable>)

TriggerFadeIn(crate::unity_engine::playables::playable::Playable) overload

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fn trigger_fade_out(self, playable: impl Into<Playable>)

TriggerFadeOut(crate::unity_engine::playables::playable::Playable) overload

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fn stop_event(self, transition: impl Into<i32>)

StopEvent(i32) overload

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fn post_event(self) -> bool

PostEvent() overload

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fn play_event(self)

PlayEvent() overload

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fn retrigger_event(self, playable: impl Into<Playable>)

RetriggerEvent(crate::unity_engine::playables::playable::Playable) overload

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fn get_proportional_time(self, playable: impl Into<Playable>) -> f32

GetProportionalTime(crate::unity_engine::playables::playable::Playable) overload

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fn seek_to_time(self, playable: impl Into<Playable>) -> f32

SeekToTime(crate::unity_engine::playables::playable::Playable) 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§

Source§

impl<__T: IAkTimelineEventPlayableBehavior> IAkTimelineEventPlayableBehaviorMethods for __T

Available on crate feature root-aktimelineeventplayablebehavior only.