Skip to main content

ICombatGaugeController

Trait ICombatGaugeController 

Source
pub trait ICombatGaugeController: IMonoBehaviour {
Show 92 methods // Provided methods fn m_is_left(self) -> bool { ... } fn set_m_is_left(self, value: bool) { ... } fn m_chara_name(self) -> TextMeshProUGUI { ... } fn set_m_chara_name(self, value: TextMeshProUGUI) { ... } fn m_item_root(self) -> GameObject { ... } fn set_m_item_root(self, value: GameObject) { ... } fn m_item_name(self) -> TextMeshProUGUI { ... } fn set_m_item_name(self, value: TextMeshProUGUI) { ... } fn m_item(self) -> GameObject { ... } fn set_m_item(self, value: GameObject) { ... } fn m_hp_root(self) -> GameObject { ... } fn set_m_hp_root(self, value: GameObject) { ... } fn m_hp(self) -> TextMeshProUGUI { ... } fn set_m_hp(self, value: TextMeshProUGUI) { ... } fn m_gaue_root(self) -> GameObject { ... } fn set_m_gaue_root(self, value: GameObject) { ... } fn m_gauge_hp_base(self) -> GameObject { ... } fn set_m_gauge_hp_base(self, value: GameObject) { ... } fn m_gauge_hp_move(self) -> GameObject { ... } fn set_m_gauge_hp_move(self, value: GameObject) { ... } fn m_gauge_hp_now(self) -> GameObject { ... } fn set_m_gauge_hp_now(self, value: GameObject) { ... } fn m_damage_color(self) -> Color { ... } fn set_m_damage_color(self, value: Color) { ... } fn m_heal_color(self) -> Color { ... } fn set_m_heal_color(self, value: Color) { ... } fn m_max_hp_gauge_width(self) -> i32 { ... } fn set_m_max_hp_gauge_width(self, value: i32) { ... } fn m_min_hp_gauge_width(self) -> i32 { ... } fn set_m_min_hp_gauge_width(self, value: i32) { ... } fn m_hp_gauge_max(self) -> i32 { ... } fn set_m_hp_gauge_max(self, value: i32) { ... } fn m_hp_move_wait(self) -> f32 { ... } fn set_m_hp_move_wait(self, value: f32) { ... } fn m_hp_move_speed(self) -> f32 { ... } fn set_m_hp_move_speed(self, value: f32) { ... } fn m_hp_stock_root(self) -> GameObject { ... } fn set_m_hp_stock_root(self, value: GameObject) { ... } fn m_hp_stock(self) -> Array<Image> { ... } fn set_m_hp_stock(self, value: Array<Image>) { ... } fn m_hp_stock_sprites(self) -> Array<Sprite> { ... } fn set_m_hp_stock_sprites(self, value: Array<Sprite>) { ... } fn m_now_hp_width(self) -> f32 { ... } fn set_m_now_hp_width(self, value: f32) { ... } fn m_moving_hp_width(self) -> f32 { ... } fn set_m_moving_hp_width(self, value: f32) { ... } fn m_hp_move_wait_timer(self) -> f32 { ... } fn set_m_hp_move_wait_timer(self, value: f32) { ... } fn m_is_hp_move(self) -> bool { ... } fn set_m_is_hp_move(self, value: bool) { ... } fn m_hp_move_scale(self) -> f32 { ... } fn set_m_hp_move_scale(self, value: f32) { ... } fn m_param_root(self) -> GameObject { ... } fn set_m_param_root(self, value: GameObject) { ... } fn m_btl_hp_title(self) -> TextMeshProUGUI { ... } fn set_m_btl_hp_title(self, value: TextMeshProUGUI) { ... } fn m_btl_atk_title(self) -> TextMeshProUGUI { ... } fn set_m_btl_atk_title(self, value: TextMeshProUGUI) { ... } fn m_btl_hit_title(self) -> TextMeshProUGUI { ... } fn set_m_btl_hit_title(self, value: TextMeshProUGUI) { ... } fn m_btl_crit_title(self) -> TextMeshProUGUI { ... } fn set_m_btl_crit_title(self, value: TextMeshProUGUI) { ... } fn m_btl_atk(self) -> List_1<CombatGaugeController_Value> { ... } fn set_m_btl_atk(self, value: List_1<CombatGaugeController_Value>) { ... } fn m_btl_hit(self) -> TextMeshProUGUI { ... } fn set_m_btl_hit(self, value: TextMeshProUGUI) { ... } fn m_btl_crit(self) -> TextMeshProUGUI { ... } fn set_m_btl_crit(self, value: TextMeshProUGUI) { ... } fn m_chain_root(self) -> GameObject { ... } fn set_m_chain_root(self, value: GameObject) { ... } fn m_chain_btl_atk(self) -> TextMeshProUGUI { ... } fn set_m_chain_btl_atk(self, value: TextMeshProUGUI) { ... } fn m_chain_btl_hit(self) -> TextMeshProUGUI { ... } fn set_m_chain_btl_hit(self, value: TextMeshProUGUI) { ... } fn m_chain_btl_crit(self) -> TextMeshProUGUI { ... } fn set_m_chain_btl_crit(self, value: TextMeshProUGUI) { ... } fn m_god_info_root(self) -> GameObject { ... } fn set_m_god_info_root(self, value: GameObject) { ... } fn m_god_name(self) -> TextMeshProUGUI { ... } fn set_m_god_name(self, value: TextMeshProUGUI) { ... } fn m_engage_count(self) -> Array<GameObject> { ... } fn set_m_engage_count(self, value: Array<GameObject>) { ... } fn m_triggered_skill_list_setter(self) -> TriggeredSkillListSetter { ... } fn set_m_triggered_skill_list_setter(self, value: TriggeredSkillListSetter) { ... } fn m_battle_start_skill_list(self) -> List_1<Image> { ... } fn set_m_battle_start_skill_list(self, value: List_1<Image>) { ... } fn m_battle_start_skill_index(self) -> i32 { ... } fn set_m_battle_start_skill_index(self, value: i32) { ... } fn m_force_texture(self) -> List_1<ForceTextureSetter> { ... } fn set_m_force_texture(self, value: List_1<ForceTextureSetter>) { ... } fn m_animator(self) -> Animator { ... } fn set_m_animator(self, value: Animator) { ... }
}

Provided Methods§

Source

fn m_is_left(self) -> bool

Source

fn set_m_is_left(self, value: bool)

Source

fn m_chara_name(self) -> TextMeshProUGUI

Source

fn set_m_chara_name(self, value: TextMeshProUGUI)

Source

fn m_item_root(self) -> GameObject

Source

fn set_m_item_root(self, value: GameObject)

Source

fn m_item_name(self) -> TextMeshProUGUI

Source

fn set_m_item_name(self, value: TextMeshProUGUI)

Source

fn m_item(self) -> GameObject

Source

fn set_m_item(self, value: GameObject)

Source

fn m_hp_root(self) -> GameObject

Source

fn set_m_hp_root(self, value: GameObject)

Source

fn m_hp(self) -> TextMeshProUGUI

Source

fn set_m_hp(self, value: TextMeshProUGUI)

Source

fn m_gaue_root(self) -> GameObject

Source

fn set_m_gaue_root(self, value: GameObject)

Source

fn m_gauge_hp_base(self) -> GameObject

Source

fn set_m_gauge_hp_base(self, value: GameObject)

Source

fn m_gauge_hp_move(self) -> GameObject

Source

fn set_m_gauge_hp_move(self, value: GameObject)

Source

fn m_gauge_hp_now(self) -> GameObject

Source

fn set_m_gauge_hp_now(self, value: GameObject)

Source

fn m_damage_color(self) -> Color

Source

fn set_m_damage_color(self, value: Color)

Source

fn m_heal_color(self) -> Color

Source

fn set_m_heal_color(self, value: Color)

Source

fn m_max_hp_gauge_width(self) -> i32

Source

fn set_m_max_hp_gauge_width(self, value: i32)

Source

fn m_min_hp_gauge_width(self) -> i32

Source

fn set_m_min_hp_gauge_width(self, value: i32)

Source

fn m_hp_gauge_max(self) -> i32

Source

fn set_m_hp_gauge_max(self, value: i32)

Source

fn m_hp_move_wait(self) -> f32

Source

fn set_m_hp_move_wait(self, value: f32)

Source

fn m_hp_move_speed(self) -> f32

Source

fn set_m_hp_move_speed(self, value: f32)

Source

fn m_hp_stock_root(self) -> GameObject

Source

fn set_m_hp_stock_root(self, value: GameObject)

Source

fn m_hp_stock(self) -> Array<Image>

Source

fn set_m_hp_stock(self, value: Array<Image>)

Source

fn m_hp_stock_sprites(self) -> Array<Sprite>

Source

fn set_m_hp_stock_sprites(self, value: Array<Sprite>)

Source

fn m_now_hp_width(self) -> f32

Source

fn set_m_now_hp_width(self, value: f32)

Source

fn m_moving_hp_width(self) -> f32

Source

fn set_m_moving_hp_width(self, value: f32)

Source

fn m_hp_move_wait_timer(self) -> f32

Source

fn set_m_hp_move_wait_timer(self, value: f32)

Source

fn m_is_hp_move(self) -> bool

Source

fn set_m_is_hp_move(self, value: bool)

Source

fn m_hp_move_scale(self) -> f32

Source

fn set_m_hp_move_scale(self, value: f32)

Source

fn m_param_root(self) -> GameObject

Source

fn set_m_param_root(self, value: GameObject)

Source

fn m_btl_hp_title(self) -> TextMeshProUGUI

Source

fn set_m_btl_hp_title(self, value: TextMeshProUGUI)

Source

fn m_btl_atk_title(self) -> TextMeshProUGUI

Source

fn set_m_btl_atk_title(self, value: TextMeshProUGUI)

Source

fn m_btl_hit_title(self) -> TextMeshProUGUI

Source

fn set_m_btl_hit_title(self, value: TextMeshProUGUI)

Source

fn m_btl_crit_title(self) -> TextMeshProUGUI

Source

fn set_m_btl_crit_title(self, value: TextMeshProUGUI)

Source

fn m_btl_atk(self) -> List_1<CombatGaugeController_Value>

Source

fn set_m_btl_atk(self, value: List_1<CombatGaugeController_Value>)

Source

fn m_btl_hit(self) -> TextMeshProUGUI

Source

fn set_m_btl_hit(self, value: TextMeshProUGUI)

Source

fn m_btl_crit(self) -> TextMeshProUGUI

Source

fn set_m_btl_crit(self, value: TextMeshProUGUI)

Source

fn m_chain_root(self) -> GameObject

Source

fn set_m_chain_root(self, value: GameObject)

Source

fn m_chain_btl_atk(self) -> TextMeshProUGUI

Source

fn set_m_chain_btl_atk(self, value: TextMeshProUGUI)

Source

fn m_chain_btl_hit(self) -> TextMeshProUGUI

Source

fn set_m_chain_btl_hit(self, value: TextMeshProUGUI)

Source

fn m_chain_btl_crit(self) -> TextMeshProUGUI

Source

fn set_m_chain_btl_crit(self, value: TextMeshProUGUI)

Source

fn m_god_info_root(self) -> GameObject

Source

fn set_m_god_info_root(self, value: GameObject)

Source

fn m_god_name(self) -> TextMeshProUGUI

Source

fn set_m_god_name(self, value: TextMeshProUGUI)

Source

fn m_engage_count(self) -> Array<GameObject>

Source

fn set_m_engage_count(self, value: Array<GameObject>)

Source

fn m_triggered_skill_list_setter(self) -> TriggeredSkillListSetter

Source

fn set_m_triggered_skill_list_setter(self, value: TriggeredSkillListSetter)

Source

fn m_battle_start_skill_list(self) -> List_1<Image>

Source

fn set_m_battle_start_skill_list(self, value: List_1<Image>)

Source

fn m_battle_start_skill_index(self) -> i32

Source

fn set_m_battle_start_skill_index(self, value: i32)

Source

fn m_force_texture(self) -> List_1<ForceTextureSetter>

Source

fn set_m_force_texture(self, value: List_1<ForceTextureSetter>)

Source

fn m_animator(self) -> Animator

Source

fn set_m_animator(self, value: Animator)

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§