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§
Sourcefn get_animator(self) -> Animator
fn get_animator(self) -> Animator
get_animator() overload
Sourcefn get_animate_physics(self) -> bool
fn get_animate_physics(self) -> bool
get_animatePhysics() overload
Sourcefn set_animate_physics(self, value: impl Into<bool>)
fn set_animate_physics(self, value: impl Into<bool>)
set_animatePhysics(bool) overload
Sourcefn get_culling_mode(self) -> AnimatorCullingMode
fn get_culling_mode(self) -> AnimatorCullingMode
get_cullingMode() overload
Sourcefn set_culling_mode(self, value: impl Into<AnimatorCullingMode>)
fn set_culling_mode(self, value: impl Into<AnimatorCullingMode>)
set_cullingMode(crate::unity_engine::animatorcullingmode::AnimatorCullingMode) overload
Sourcefn get_is_playing(self) -> bool
fn get_is_playing(self) -> bool
get_isPlaying() overload
Sourcefn get_play_automatically(self) -> bool
fn get_play_automatically(self) -> bool
get_playAutomatically() overload
Sourcefn set_play_automatically(self, value: impl Into<bool>)
fn set_play_automatically(self, value: impl Into<bool>)
set_playAutomatically(bool) overload
Sourcefn get_clip(self) -> AnimationClip
fn get_clip(self) -> AnimationClip
get_clip() overload
Sourcefn set_clip(self, value: impl Into<AnimationClip>)
fn set_clip(self, value: impl Into<AnimationClip>)
set_clip(crate::unity_engine::animationclip::AnimationClip) overload
Sourcefn get_wrap_mode(self) -> WrapMode
fn get_wrap_mode(self) -> WrapMode
get_wrapMode() overload
Sourcefn set_wrap_mode(self, value: impl Into<WrapMode>)
fn set_wrap_mode(self, value: impl Into<WrapMode>)
set_wrapMode(crate::unity_engine::wrapmode::WrapMode) overload
Sourcefn add_clip(
self,
clip: impl Into<AnimationClip>,
new_name: impl Into<Il2CppString>,
)
fn add_clip( self, clip: impl Into<AnimationClip>, new_name: impl Into<Il2CppString>, )
AddClip(crate::unity_engine::animationclip::AnimationClip, ::unity::Il2CppString) overload
Sourcefn blend(
self,
state_name: impl Into<Il2CppString>,
target_weight: impl Into<f32>,
fade_length: impl Into<f32>,
)
fn blend( self, state_name: impl Into<Il2CppString>, target_weight: impl Into<f32>, fade_length: impl Into<f32>, )
Blend(::unity::Il2CppString, f32, f32) overload
Sourcefn cross_fade(
self,
state_name: impl Into<Il2CppString>,
fade_length: impl Into<f32>,
)
fn cross_fade( self, state_name: impl Into<Il2CppString>, fade_length: impl Into<f32>, )
CrossFade(::unity::Il2CppString, f32) overload
Sourcefn cross_fade_queued(
self,
state_name: impl Into<Il2CppString>,
fade_length: impl Into<f32>,
queue_mode: impl Into<QueueMode>,
)
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
Sourcefn get_clip_count(self) -> i32
fn get_clip_count(self) -> i32
GetClipCount() overload
Sourcefn is_playing(self, state_name: impl Into<Il2CppString>) -> bool
fn is_playing(self, state_name: impl Into<Il2CppString>) -> bool
IsPlaying(::unity::Il2CppString) overload
Sourcefn stop_2(self, state_name: impl Into<Il2CppString>)
fn stop_2(self, state_name: impl Into<Il2CppString>)
Stop(::unity::Il2CppString) overload
Sourcefn add_state(
self,
clip: impl Into<AnimationClip>,
name: impl Into<Il2CppString>,
)
fn add_state( self, clip: impl Into<AnimationClip>, name: impl Into<Il2CppString>, )
AddState(crate::unity_engine::animationclip::AnimationClip, ::unity::Il2CppString) overload
Sourcefn remove_state(self, name: impl Into<Il2CppString>)
fn remove_state(self, name: impl Into<Il2CppString>)
RemoveState(::unity::Il2CppString) overload
Sourcefn play_2(self, state_name: impl Into<Il2CppString>) -> bool
fn play_2(self, state_name: impl Into<Il2CppString>) -> bool
Play(::unity::Il2CppString) overload
Sourcefn play_queued(
self,
state_name: impl Into<Il2CppString>,
queue_mode: impl Into<QueueMode>,
)
fn play_queued( self, state_name: impl Into<Il2CppString>, queue_mode: impl Into<QueueMode>, )
PlayQueued(::unity::Il2CppString, crate::unity_engine::queuemode::QueueMode) overload
Sourcefn remove_clip(self, clip: impl Into<AnimationClip>)
fn remove_clip(self, clip: impl Into<AnimationClip>)
RemoveClip(crate::unity_engine::animationclip::AnimationClip) overload
Sourcefn rewind_2(self, state_name: impl Into<Il2CppString>)
fn rewind_2(self, state_name: impl Into<Il2CppString>)
Rewind(::unity::Il2CppString) overload
Sourcefn get_state(self, state_name: impl Into<Il2CppString>) -> SimpleAnimation_State
fn get_state(self, state_name: impl Into<Il2CppString>) -> SimpleAnimation_State
GetState(::unity::Il2CppString) overload
Sourcefn get_states(self) -> IEnumerable_1<SimpleAnimation_State>
fn get_states(self) -> IEnumerable_1<SimpleAnimation_State>
GetStates() overload
Sourcefn get_item(self, name: impl Into<Il2CppString>) -> SimpleAnimation_State
fn get_item(self, name: impl Into<Il2CppString>) -> SimpleAnimation_State
get_Item(::unity::Il2CppString) overload
Sourcefn is_finished(self, rest_time: impl Into<f32>) -> bool
fn is_finished(self, rest_time: impl Into<f32>) -> bool
IsFinished(f32) overload
Sourcefn on_disable(self)
fn on_disable(self)
OnDisable() overload
Sourcefn initialize(self)
fn initialize(self)
Initialize() overload
Sourcefn ensure_default_state_exists(self)
fn ensure_default_state_exists(self)
EnsureDefaultStateExists() overload
Sourcefn on_destroy(self)
fn on_destroy(self)
OnDestroy() overload
Sourcefn on_playable_done(self)
fn on_playable_done(self)
OnPlayableDone() overload
Sourcefn rebuild_states(self)
fn rebuild_states(self)
RebuildStates() overload
Sourcefn create_default_editor_state(self) -> SimpleAnimation_EditorState
fn create_default_editor_state(self) -> SimpleAnimation_EditorState
CreateDefaultEditorState() overload
Sourcefn invalid_legacy_clip_error(
self,
clip_name: impl Into<Il2CppString>,
state_name: impl Into<Il2CppString>,
)
fn invalid_legacy_clip_error( self, clip_name: impl Into<Il2CppString>, state_name: impl Into<Il2CppString>, )
InvalidLegacyClipError(::unity::Il2CppString, ::unity::Il2CppString) overload
Sourcefn on_validate(self)
fn on_validate(self)
OnValidate() overload
Sourcefn get_animation_clips(self, results: impl Into<List_1<AnimationClip>>)
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
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§
impl<__T: ISimpleAnimation> ISimpleAnimationMethods for __T
root-simpleanimation only.