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ICombatGaugeControllerMethods

Trait ICombatGaugeControllerMethods 

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pub trait ICombatGaugeControllerMethods: ICombatGaugeController {
Show 31 methods // Provided methods fn start(self) { ... } fn update(self) { ... } fn setup_common(self, force_type: impl Into<Force_Type>) { ... } fn setup_item(self, item: impl Into<UnitItem>) { ... } fn setup_param( self, atk_list: impl Into<List_1<Il2CppString>>, hit: impl Into<i32>, crit: impl Into<i32>, ) { ... } fn setup_battle_atk( self, side_type: impl Into<BattleSide_Type>, info: impl Into<BattleInfo>, scene_list: impl Into<BattleSceneList>, side: impl Into<BattleInfoSide>, ) { ... } fn setup_interference(self, side: impl Into<BattleInfoSide>) { ... } fn setup_heal_atk( self, side_type: impl Into<BattleSide_Type>, info: impl Into<BattleInfo>, scene_list: impl Into<BattleSceneList>, ) { ... } fn hide_param(self) { ... } fn setup_param_border(self) { ... } fn setup_chain_param( self, atk: impl Into<Il2CppString>, hit: impl Into<i32>, crit: impl Into<i32>, ) { ... } fn hide_chain_param(self) { ... } fn show_hp( self, unit: impl Into<Unit>, hp: impl Into<i32>, max_hp: impl Into<i32>, force_type: impl Into<Force_Type>, ) { ... } fn hide_hp(self) { ... } fn setup_hp_gauge(self, now: impl Into<i32>, max: impl Into<i32>) { ... } fn try_set_gauge_color( self, gauge: impl Into<GameObject>, color: impl Into<Color>, ) { ... } fn trg_set_gauge_layout( self, obj: impl Into<GameObject>, width: impl Into<f32>, ) { ... } fn try_set_gauge_width( self, gauge: impl Into<GameObject>, width: impl Into<f32>, ) { ... } fn calc_hp_gauge_max_width(self, max_hp: impl Into<i32>) -> f32 { ... } fn setup( self, side_type: impl Into<BattleSide_Type>, calculator: impl Into<BattleCalculator>, ) { ... } fn update_values( self, hp: impl Into<i32>, maxhp: impl Into<i32>, engage_count: impl Into<i32>, ) { ... } fn update_hp(self, hp: impl Into<i32>, maxhp: impl Into<i32>) { ... } fn update_engage_count(self, engage_count: impl Into<i32>) { ... } fn is_moving(self) -> bool { ... } fn skip_gauge_anime(self) { ... } fn hide_skill_display(self) { ... } fn push_show_skill(self, skill_data: impl Into<SkillData>) { ... } fn in(self) { ... } fn out(self, ntime: impl Into<f32>) { ... } fn is_playing_anim(self) -> bool { ... } fn ctor(self) { ... }
}

Provided Methods§

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fn start(self)

Start() overload

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fn update(self)

Update() overload

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fn setup_common(self, force_type: impl Into<Force_Type>)

SetupCommon(crate::app::force::Force_Type) overload

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fn setup_item(self, item: impl Into<UnitItem>)

SetupItem(crate::app::unititem::UnitItem) overload

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fn setup_param( self, atk_list: impl Into<List_1<Il2CppString>>, hit: impl Into<i32>, crit: impl Into<i32>, )

SetupParam(crate::system::collections::generic::list_1::List_1<::unity::Il2CppString>, i32, i32) overload

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fn setup_battle_atk( self, side_type: impl Into<BattleSide_Type>, info: impl Into<BattleInfo>, scene_list: impl Into<BattleSceneList>, side: impl Into<BattleInfoSide>, )

SetupBattleAtk(crate::app::battleside::BattleSide_Type, crate::app::battleinfo::BattleInfo, crate::app::battlescenelist::BattleSceneList, crate::app::battleinfoside::BattleInfoSide) overload

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fn setup_interference(self, side: impl Into<BattleInfoSide>)

SetupInterference(crate::app::battleinfoside::BattleInfoSide) overload

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fn setup_heal_atk( self, side_type: impl Into<BattleSide_Type>, info: impl Into<BattleInfo>, scene_list: impl Into<BattleSceneList>, )

SetupHealAtk(crate::app::battleside::BattleSide_Type, crate::app::battleinfo::BattleInfo, crate::app::battlescenelist::BattleSceneList) overload

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fn hide_param(self)

HideParam() overload

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fn setup_param_border(self)

SetupParamBorder() overload

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fn setup_chain_param( self, atk: impl Into<Il2CppString>, hit: impl Into<i32>, crit: impl Into<i32>, )

SetupChainParam(::unity::Il2CppString, i32, i32) overload

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fn hide_chain_param(self)

HideChainParam() overload

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fn show_hp( self, unit: impl Into<Unit>, hp: impl Into<i32>, max_hp: impl Into<i32>, force_type: impl Into<Force_Type>, )

ShowHp(crate::app::unit::Unit, i32, i32, crate::app::force::Force_Type) overload

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fn hide_hp(self)

HideHp() overload

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fn setup_hp_gauge(self, now: impl Into<i32>, max: impl Into<i32>)

SetupHpGauge(i32, i32) overload

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fn try_set_gauge_color( self, gauge: impl Into<GameObject>, color: impl Into<Color>, )

TrySetGaugeColor(crate::unity_engine::gameobject::GameObject, crate::unity_engine::color::Color) overload

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fn trg_set_gauge_layout(self, obj: impl Into<GameObject>, width: impl Into<f32>)

TrgSetGaugeLayout(crate::unity_engine::gameobject::GameObject, f32) overload

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fn try_set_gauge_width( self, gauge: impl Into<GameObject>, width: impl Into<f32>, )

TrySetGaugeWidth(crate::unity_engine::gameobject::GameObject, f32) overload

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fn calc_hp_gauge_max_width(self, max_hp: impl Into<i32>) -> f32

CalcHpGaugeMaxWidth(i32) overload

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fn setup( self, side_type: impl Into<BattleSide_Type>, calculator: impl Into<BattleCalculator>, )

Setup(crate::app::battleside::BattleSide_Type, crate::app::battlecalculator::BattleCalculator) overload

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fn update_values( self, hp: impl Into<i32>, maxhp: impl Into<i32>, engage_count: impl Into<i32>, )

UpdateValues(i32, i32, i32) overload

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fn update_hp(self, hp: impl Into<i32>, maxhp: impl Into<i32>)

UpdateHp(i32, i32) overload

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fn update_engage_count(self, engage_count: impl Into<i32>)

UpdateEngageCount(i32) overload

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fn is_moving(self) -> bool

IsMoving() overload

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fn skip_gauge_anime(self)

SkipGaugeAnime() overload

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fn hide_skill_display(self)

HideSkillDisplay() overload

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fn push_show_skill(self, skill_data: impl Into<SkillData>)

PushShowSkill(crate::app::skilldata::SkillData) overload

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fn in(self)

In() overload

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fn out(self, ntime: impl Into<f32>)

Out(f32) overload

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fn is_playing_anim(self) -> bool

IsPlayingAnim() 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: ICombatGaugeController> ICombatGaugeControllerMethods for __T

Available on crate feature root-combatgaugecontroller only.