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§
Sourcefn get_keep_stopped_playables_connected(self) -> bool
fn get_keep_stopped_playables_connected(self) -> bool
get_keepStoppedPlayablesConnected() overload
Sourcefn set_keep_stopped_playables_connected(self, value: impl Into<bool>)
fn set_keep_stopped_playables_connected(self, value: impl Into<bool>)
set_keepStoppedPlayablesConnected(bool) overload
Sourcefn update_stopped_playables_connections(self)
fn update_stopped_playables_connections(self)
UpdateStoppedPlayablesConnections() overload
Sourcefn get_playable(self) -> Playable
fn get_playable(self) -> Playable
get_playable() overload
Sourcefn get_graph(self) -> PlayableGraph
fn get_graph(self) -> PlayableGraph
get_graph() overload
Sourcefn on_playable_create(self, playable: impl Into<Playable>)
fn on_playable_create(self, playable: impl Into<Playable>)
OnPlayableCreate(crate::unity_engine::playables::playable::Playable) overload
Sourcefn get_states(self) -> IEnumerable_1<SimpleAnimationPlayable_IState>
fn get_states(self) -> IEnumerable_1<SimpleAnimationPlayable_IState>
GetStates() overload
Sourcefn get_state(
self,
name: impl Into<Il2CppString>,
) -> SimpleAnimationPlayable_IState
fn get_state( self, name: impl Into<Il2CppString>, ) -> SimpleAnimationPlayable_IState
GetState(::unity::Il2CppString) overload
Sourcefn do_add_clip(
self,
name: impl Into<Il2CppString>,
clip: impl Into<AnimationClip>,
) -> SimpleAnimationPlayable_StateInfo
fn do_add_clip( self, name: impl Into<Il2CppString>, clip: impl Into<AnimationClip>, ) -> SimpleAnimationPlayable_StateInfo
DoAddClip(::unity::Il2CppString, crate::unity_engine::animationclip::AnimationClip) overload
Sourcefn add_clip(
self,
clip: impl Into<AnimationClip>,
name: impl Into<Il2CppString>,
) -> bool
fn add_clip( self, clip: impl Into<AnimationClip>, name: impl Into<Il2CppString>, ) -> bool
AddClip(crate::unity_engine::animationclip::AnimationClip, ::unity::Il2CppString) overload
Sourcefn remove_clip(self, name: impl Into<Il2CppString>) -> bool
fn remove_clip(self, name: impl Into<Il2CppString>) -> bool
RemoveClip(::unity::Il2CppString) overload
Sourcefn remove_clip_2(self, clip: impl Into<AnimationClip>) -> bool
fn remove_clip_2(self, clip: impl Into<AnimationClip>) -> bool
RemoveClip(crate::unity_engine::animationclip::AnimationClip) overload
Sourcefn play(self, name: impl Into<Il2CppString>) -> bool
fn play(self, name: impl Into<Il2CppString>) -> bool
Play(::unity::Il2CppString) overload
Sourcefn play_queued(
self,
name: impl Into<Il2CppString>,
queue_mode: impl Into<QueueMode>,
) -> bool
fn play_queued( self, name: impl Into<Il2CppString>, queue_mode: impl Into<QueueMode>, ) -> bool
PlayQueued(::unity::Il2CppString, crate::unity_engine::queuemode::QueueMode) overload
Sourcefn play_queued_2(
self,
index: impl Into<i32>,
queue_mode: impl Into<QueueMode>,
) -> bool
fn play_queued_2( self, index: impl Into<i32>, queue_mode: impl Into<QueueMode>, ) -> bool
PlayQueued(i32, crate::unity_engine::queuemode::QueueMode) overload
Sourcefn rewind(self, name: impl Into<Il2CppString>)
fn rewind(self, name: impl Into<Il2CppString>)
Rewind(::unity::Il2CppString) overload
Sourcefn remove_clones(self, state: impl Into<SimpleAnimationPlayable_StateInfo>)
fn remove_clones(self, state: impl Into<SimpleAnimationPlayable_StateInfo>)
RemoveClones(crate::root::simpleanimationplayable::SimpleAnimationPlayable_StateInfo) overload
Sourcefn stop(self, name: impl Into<Il2CppString>) -> bool
fn stop(self, name: impl Into<Il2CppString>) -> bool
Stop(::unity::Il2CppString) overload
Sourcefn is_playing(self) -> bool
fn is_playing(self) -> bool
IsPlaying() overload
Sourcefn is_playing_2(self, state_name: impl Into<Il2CppString>) -> bool
fn is_playing_2(self, state_name: impl Into<Il2CppString>) -> bool
IsPlaying(::unity::Il2CppString) overload
Sourcefn is_clone_playing(
self,
state: impl Into<SimpleAnimationPlayable_StateInfo>,
) -> bool
fn is_clone_playing( self, state: impl Into<SimpleAnimationPlayable_StateInfo>, ) -> bool
IsClonePlaying(crate::root::simpleanimationplayable::SimpleAnimationPlayable_StateInfo) overload
Sourcefn get_clip_count(self) -> i32
fn get_clip_count(self) -> i32
GetClipCount() overload
Sourcefn setup_lerp(
self,
state: impl Into<SimpleAnimationPlayable_StateInfo>,
target_weight: impl Into<f32>,
time: impl Into<f32>,
)
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
Sourcefn crossfade(self, index: impl Into<i32>, time: impl Into<f32>) -> bool
fn crossfade(self, index: impl Into<i32>, time: impl Into<f32>) -> bool
Crossfade(i32, f32) overload
Sourcefn clone_state(self, index: impl Into<i32>) -> SimpleAnimationPlayable_StateInfo
fn clone_state(self, index: impl Into<i32>) -> SimpleAnimationPlayable_StateInfo
CloneState(i32) overload
Sourcefn crossfade_2(
self,
name: impl Into<Il2CppString>,
time: impl Into<f32>,
) -> bool
fn crossfade_2( self, name: impl Into<Il2CppString>, time: impl Into<f32>, ) -> bool
Crossfade(::unity::Il2CppString, f32) overload
Sourcefn crossfade_queued(
self,
name: impl Into<Il2CppString>,
time: impl Into<f32>,
queue_mode: impl Into<QueueMode>,
) -> bool
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
Sourcefn crossfade_queued_2(
self,
index: impl Into<i32>,
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
CrossfadeQueued(i32, f32, crate::unity_engine::queuemode::QueueMode) overload
Sourcefn blend(
self,
index: impl Into<i32>,
target_weight: impl Into<f32>,
time: impl Into<f32>,
) -> bool
fn blend( self, index: impl Into<i32>, target_weight: impl Into<f32>, time: impl Into<f32>, ) -> bool
Blend(i32, f32, f32) overload
Sourcefn blend_2(
self,
name: impl Into<Il2CppString>,
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
Blend(::unity::Il2CppString, f32, f32) overload
Sourcefn on_graph_stop(self, playable: impl Into<Playable>)
fn on_graph_stop(self, playable: impl Into<Playable>)
OnGraphStop(crate::unity_engine::playables::playable::Playable) overload
Sourcefn update_done_status(self)
fn update_done_status(self)
UpdateDoneStatus() overload
Sourcefn clean_cloned_states(self)
fn clean_cloned_states(self)
CleanClonedStates() overload
Sourcefn disconnect_input(self, index: impl Into<i32>)
fn disconnect_input(self, index: impl Into<i32>)
DisconnectInput(i32) overload
Sourcefn connect_input(self, index: impl Into<i32>)
fn connect_input(self, index: impl Into<i32>)
ConnectInput(i32) overload
Sourcefn update_states(self, delta_time: impl Into<f32>)
fn update_states(self, delta_time: impl Into<f32>)
UpdateStates(f32) overload
Sourcefn calculate_queue_times(self) -> f32
fn calculate_queue_times(self) -> f32
CalculateQueueTimes() overload
Sourcefn clear_queued_states(self)
fn clear_queued_states(self)
ClearQueuedStates() overload
Sourcefn update_queued_states(self)
fn update_queued_states(self)
UpdateQueuedStates() overload
Sourcefn invalidate_state_times(self)
fn invalidate_state_times(self)
InvalidateStateTimes() overload
Sourcefn prepare_frame(self, owner: impl Into<Playable>, data: impl Into<FrameData>)
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
Sourcefn validate_input(
self,
index: impl Into<i32>,
input: impl Into<Playable>,
) -> bool
fn validate_input( self, index: impl Into<i32>, input: impl Into<Playable>, ) -> bool
ValidateInput(i32, crate::unity_engine::playables::playable::Playable) overload
Sourcefn validate_index(self, index: impl Into<i32>) -> bool
fn validate_index(self, index: impl Into<i32>) -> bool
ValidateIndex(i32) 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 invalidate_states(self)
fn invalidate_states(self)
InvalidateStates() overload
Sourcefn state_info_to_handle(
self,
info: impl Into<SimpleAnimationPlayable_StateInfo>,
) -> SimpleAnimationPlayable_StateHandle
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§
impl<__T: ISimpleAnimationPlayable> ISimpleAnimationPlayableMethods for __T
root-simpleanimationplayable only.