pub trait IHitReaction_HitPointMethods: IHitReaction_HitPoint {
Show 15 methods
// Provided methods
fn get_in_progress(self) -> bool { ... }
fn get_cross_fader(self) -> f32 { ... }
fn set_cross_fader(self, value: impl Into<f32>) { ... }
fn get_timer(self) -> f32 { ... }
fn set_timer(self, value: impl Into<f32>) { ... }
fn get_force(self) -> Vector3 { ... }
fn set_force(self, value: impl Into<Vector3>) { ... }
fn get_point(self) -> Vector3 { ... }
fn set_point(self, value: impl Into<Vector3>) { ... }
fn hit(self, force: impl Into<Vector3>, point: impl Into<Vector3>) { ... }
fn apply(
self,
solver: impl Into<IKSolverFullBodyBiped>,
weight: impl Into<f32>,
) { ... }
fn get_length(self) -> f32 { ... }
fn cross_fade_start(self) { ... }
fn on_apply(
self,
solver: impl Into<IKSolverFullBodyBiped>,
weight: impl Into<f32>,
) { ... }
fn ctor(self) { ... }
}Provided Methods§
Sourcefn get_in_progress(self) -> bool
fn get_in_progress(self) -> bool
get_inProgress() overload
Sourcefn get_cross_fader(self) -> f32
fn get_cross_fader(self) -> f32
get_crossFader() overload
Sourcefn set_cross_fader(self, value: impl Into<f32>)
fn set_cross_fader(self, value: impl Into<f32>)
set_crossFader(f32) overload
Sourcefn set_force(self, value: impl Into<Vector3>)
fn set_force(self, value: impl Into<Vector3>)
set_force(crate::unity_engine::vector3::Vector3) overload
Sourcefn set_point(self, value: impl Into<Vector3>)
fn set_point(self, value: impl Into<Vector3>)
set_point(crate::unity_engine::vector3::Vector3) overload
Sourcefn hit(self, force: impl Into<Vector3>, point: impl Into<Vector3>)
fn hit(self, force: impl Into<Vector3>, point: impl Into<Vector3>)
Hit(crate::unity_engine::vector3::Vector3, crate::unity_engine::vector3::Vector3) overload
Sourcefn apply(self, solver: impl Into<IKSolverFullBodyBiped>, weight: impl Into<f32>)
fn apply(self, solver: impl Into<IKSolverFullBodyBiped>, weight: impl Into<f32>)
Apply(crate::root_motion::final_ik::iksolverfullbodybiped::IKSolverFullBodyBiped, f32) overload
Sourcefn get_length(self) -> f32
fn get_length(self) -> f32
GetLength() overload
Sourcefn cross_fade_start(self)
fn cross_fade_start(self)
CrossFadeStart() overload
Sourcefn on_apply(
self,
solver: impl Into<IKSolverFullBodyBiped>,
weight: impl Into<f32>,
)
fn on_apply( self, solver: impl Into<IKSolverFullBodyBiped>, weight: impl Into<f32>, )
OnApply(crate::root_motion::final_ik::iksolverfullbodybiped::IKSolverFullBodyBiped, f32) 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: IHitReaction_HitPoint> IHitReaction_HitPointMethods for __T
Available on crate feature
root_motion-final_ik-hitreaction only.