Skip to main content

ISimpleAnimationPlayableMethods

Trait ISimpleAnimationPlayableMethods 

Source
pub trait ISimpleAnimationPlayableMethods: ISimpleAnimationPlayable {
Show 55 methods // Provided methods fn get_keep_stopped_playables_connected(self) -> bool { ... } fn set_keep_stopped_playables_connected(self, value: impl Into<bool>) { ... } fn update_stopped_playables_connections(self) { ... } fn get_self(self) -> Playable { ... } fn get_playable(self) -> Playable { ... } fn get_graph(self) -> PlayableGraph { ... } fn ctor(self) { ... } fn get_input(self, index: impl Into<i32>) -> Playable { ... } fn on_playable_create(self, playable: impl Into<Playable>) { ... } fn get_states(self) -> IEnumerable_1<SimpleAnimationPlayable_IState> { ... } fn get_state( self, name: impl Into<Il2CppString>, ) -> SimpleAnimationPlayable_IState { ... } fn do_add_clip( self, name: impl Into<Il2CppString>, clip: impl Into<AnimationClip>, ) -> SimpleAnimationPlayable_StateInfo { ... } fn add_clip( self, clip: impl Into<AnimationClip>, name: impl Into<Il2CppString>, ) -> bool { ... } fn remove_clip(self, name: impl Into<Il2CppString>) -> bool { ... } fn remove_clip_2(self, clip: impl Into<AnimationClip>) -> bool { ... } fn play(self, name: impl Into<Il2CppString>) -> bool { ... } fn play_2(self, index: impl Into<i32>) -> bool { ... } fn play_queued( self, name: impl Into<Il2CppString>, queue_mode: impl Into<QueueMode>, ) -> bool { ... } fn play_queued_2( self, index: impl Into<i32>, queue_mode: impl Into<QueueMode>, ) -> bool { ... } fn rewind(self, name: impl Into<Il2CppString>) { ... } fn rewind_2(self, index: impl Into<i32>) { ... } fn rewind_3(self) { ... } fn remove_clones(self, state: impl Into<SimpleAnimationPlayable_StateInfo>) { ... } fn stop(self, name: impl Into<Il2CppString>) -> bool { ... } fn do_stop(self, index: impl Into<i32>) { ... } fn stop_all(self) -> bool { ... } fn is_playing(self) -> bool { ... } fn is_playing_2(self, state_name: impl Into<Il2CppString>) -> bool { ... } fn is_clone_playing( self, state: impl Into<SimpleAnimationPlayable_StateInfo>, ) -> bool { ... } fn get_clip_count(self) -> i32 { ... } fn setup_lerp( self, state: impl Into<SimpleAnimationPlayable_StateInfo>, target_weight: impl Into<f32>, time: impl Into<f32>, ) { ... } fn crossfade(self, index: impl Into<i32>, time: impl Into<f32>) -> bool { ... } fn clone_state( self, index: impl Into<i32>, ) -> SimpleAnimationPlayable_StateInfo { ... } fn crossfade_2( self, name: impl Into<Il2CppString>, time: impl Into<f32>, ) -> bool { ... } fn crossfade_queued( self, name: impl Into<Il2CppString>, time: impl Into<f32>, queue_mode: impl Into<QueueMode>, ) -> bool { ... } fn crossfade_queued_2( self, index: impl Into<i32>, time: impl Into<f32>, queue_mode: impl Into<QueueMode>, ) -> bool { ... } fn blend( self, index: impl Into<i32>, target_weight: impl Into<f32>, time: impl Into<f32>, ) -> bool { ... } fn blend_2( self, name: impl Into<Il2CppString>, target_weight: impl Into<f32>, time: impl Into<f32>, ) -> bool { ... } fn on_graph_stop(self, playable: impl Into<Playable>) { ... } fn update_done_status(self) { ... } fn clean_cloned_states(self) { ... } fn disconnect_input(self, index: impl Into<i32>) { ... } fn connect_input(self, index: impl Into<i32>) { ... } fn update_states(self, delta_time: impl Into<f32>) { ... } fn calculate_queue_times(self) -> f32 { ... } fn clear_queued_states(self) { ... } fn update_queued_states(self) { ... } fn invalidate_state_times(self) { ... } fn prepare_frame( self, owner: impl Into<Playable>, data: impl Into<FrameData>, ) { ... } fn validate_input( self, index: impl Into<i32>, input: impl Into<Playable>, ) -> bool { ... } fn validate_index(self, index: impl Into<i32>) -> bool { ... } fn is_finished(self, rest_time: impl Into<f32>) -> bool { ... } fn set_speed(self, speed: impl Into<f32>) { ... } fn invalidate_states(self) { ... } fn state_info_to_handle( self, info: impl Into<SimpleAnimationPlayable_StateInfo>, ) -> SimpleAnimationPlayable_StateHandle { ... }
}

Provided Methods§

Source

fn get_keep_stopped_playables_connected(self) -> bool

get_keepStoppedPlayablesConnected() overload

Source

fn set_keep_stopped_playables_connected(self, value: impl Into<bool>)

set_keepStoppedPlayablesConnected(bool) overload

Source

fn update_stopped_playables_connections(self)

UpdateStoppedPlayablesConnections() overload

Source

fn get_self(self) -> Playable

get_self() overload

Source

fn get_playable(self) -> Playable

get_playable() overload

Source

fn get_graph(self) -> PlayableGraph

get_graph() overload

Source

fn ctor(self)

.ctor() overload

Source

fn get_input(self, index: impl Into<i32>) -> Playable

GetInput(i32) overload

Source

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

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

Source

fn get_states(self) -> IEnumerable_1<SimpleAnimationPlayable_IState>

GetStates() overload

Source

fn get_state( self, name: impl Into<Il2CppString>, ) -> SimpleAnimationPlayable_IState

GetState(::unity::Il2CppString) overload

Source

fn do_add_clip( self, name: impl Into<Il2CppString>, clip: impl Into<AnimationClip>, ) -> SimpleAnimationPlayable_StateInfo

DoAddClip(::unity::Il2CppString, crate::unity_engine::animationclip::AnimationClip) overload

Source

fn add_clip( self, clip: impl Into<AnimationClip>, name: impl Into<Il2CppString>, ) -> bool

AddClip(crate::unity_engine::animationclip::AnimationClip, ::unity::Il2CppString) overload

Source

fn remove_clip(self, name: impl Into<Il2CppString>) -> bool

RemoveClip(::unity::Il2CppString) overload

Source

fn remove_clip_2(self, clip: impl Into<AnimationClip>) -> bool

RemoveClip(crate::unity_engine::animationclip::AnimationClip) overload

Source

fn play(self, name: impl Into<Il2CppString>) -> bool

Play(::unity::Il2CppString) overload

Source

fn play_2(self, index: impl Into<i32>) -> bool

Play(i32) overload

Source

fn play_queued( self, name: impl Into<Il2CppString>, queue_mode: impl Into<QueueMode>, ) -> bool

PlayQueued(::unity::Il2CppString, crate::unity_engine::queuemode::QueueMode) overload

Source

fn play_queued_2( self, index: impl Into<i32>, queue_mode: impl Into<QueueMode>, ) -> bool

PlayQueued(i32, crate::unity_engine::queuemode::QueueMode) overload

Source

fn rewind(self, name: impl Into<Il2CppString>)

Rewind(::unity::Il2CppString) overload

Source

fn rewind_2(self, index: impl Into<i32>)

Rewind(i32) overload

Source

fn rewind_3(self)

Rewind() overload

Source

fn remove_clones(self, state: impl Into<SimpleAnimationPlayable_StateInfo>)

RemoveClones(crate::root::simpleanimationplayable::SimpleAnimationPlayable_StateInfo) overload

Source

fn stop(self, name: impl Into<Il2CppString>) -> bool

Stop(::unity::Il2CppString) overload

Source

fn do_stop(self, index: impl Into<i32>)

DoStop(i32) overload

Source

fn stop_all(self) -> bool

StopAll() overload

Source

fn is_playing(self) -> bool

IsPlaying() overload

Source

fn is_playing_2(self, state_name: impl Into<Il2CppString>) -> bool

IsPlaying(::unity::Il2CppString) overload

Source

fn is_clone_playing( self, state: impl Into<SimpleAnimationPlayable_StateInfo>, ) -> bool

IsClonePlaying(crate::root::simpleanimationplayable::SimpleAnimationPlayable_StateInfo) overload

Source

fn get_clip_count(self) -> i32

GetClipCount() overload

Source

fn setup_lerp( self, state: impl Into<SimpleAnimationPlayable_StateInfo>, target_weight: impl Into<f32>, time: impl Into<f32>, )

SetupLerp(crate::root::simpleanimationplayable::SimpleAnimationPlayable_StateInfo, f32, f32) overload

Source

fn crossfade(self, index: impl Into<i32>, time: impl Into<f32>) -> bool

Crossfade(i32, f32) overload

Source

fn clone_state(self, index: impl Into<i32>) -> SimpleAnimationPlayable_StateInfo

CloneState(i32) overload

Source

fn crossfade_2( self, name: impl Into<Il2CppString>, time: impl Into<f32>, ) -> bool

Crossfade(::unity::Il2CppString, f32) overload

Source

fn crossfade_queued( self, name: impl Into<Il2CppString>, time: impl Into<f32>, queue_mode: impl Into<QueueMode>, ) -> bool

CrossfadeQueued(::unity::Il2CppString, f32, crate::unity_engine::queuemode::QueueMode) overload

Source

fn crossfade_queued_2( self, index: impl Into<i32>, time: impl Into<f32>, queue_mode: impl Into<QueueMode>, ) -> bool

CrossfadeQueued(i32, f32, crate::unity_engine::queuemode::QueueMode) overload

Source

fn blend( self, index: impl Into<i32>, target_weight: impl Into<f32>, time: impl Into<f32>, ) -> bool

Blend(i32, f32, f32) overload

Source

fn blend_2( self, name: impl Into<Il2CppString>, target_weight: impl Into<f32>, time: impl Into<f32>, ) -> bool

Blend(::unity::Il2CppString, f32, f32) overload

Source

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

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

Source

fn update_done_status(self)

UpdateDoneStatus() overload

Source

fn clean_cloned_states(self)

CleanClonedStates() overload

Source

fn disconnect_input(self, index: impl Into<i32>)

DisconnectInput(i32) overload

Source

fn connect_input(self, index: impl Into<i32>)

ConnectInput(i32) overload

Source

fn update_states(self, delta_time: impl Into<f32>)

UpdateStates(f32) overload

Source

fn calculate_queue_times(self) -> f32

CalculateQueueTimes() overload

Source

fn clear_queued_states(self)

ClearQueuedStates() overload

Source

fn update_queued_states(self)

UpdateQueuedStates() overload

Source

fn invalidate_state_times(self)

InvalidateStateTimes() overload

Source

fn prepare_frame(self, owner: impl Into<Playable>, data: impl Into<FrameData>)

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

Source

fn validate_input( self, index: impl Into<i32>, input: impl Into<Playable>, ) -> bool

ValidateInput(i32, crate::unity_engine::playables::playable::Playable) overload

Source

fn validate_index(self, index: impl Into<i32>) -> bool

ValidateIndex(i32) overload

Source

fn is_finished(self, rest_time: impl Into<f32>) -> bool

IsFinished(f32) overload

Source

fn set_speed(self, speed: impl Into<f32>)

SetSpeed(f32) overload

Source

fn invalidate_states(self)

InvalidateStates() overload

Source

fn state_info_to_handle( self, info: impl Into<SimpleAnimationPlayable_StateInfo>, ) -> SimpleAnimationPlayable_StateHandle

StateInfoToHandle(crate::root::simpleanimationplayable::SimpleAnimationPlayable_StateInfo) 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: ISimpleAnimationPlayable> ISimpleAnimationPlayableMethods for __T

Available on crate feature root-simpleanimationplayable only.