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§
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)
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.