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IInteractionSystem

Trait IInteractionSystem 

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pub trait IInteractionSystem: IMonoBehaviour {
Show 44 methods // Provided methods fn target_tag(self) -> Il2CppString { ... } fn set_target_tag(self, value: Il2CppString) { ... } fn fade_in_time(self) -> f32 { ... } fn set_fade_in_time(self, value: f32) { ... } fn speed(self) -> f32 { ... } fn set_speed(self, value: f32) { ... } fn reset_to_defaults_speed(self) -> f32 { ... } fn set_reset_to_defaults_speed(self, value: f32) { ... } fn character_collider(self) -> Collider { ... } fn set_character_collider(self, value: Collider) { ... } fn fps_camera(self) -> Transform { ... } fn set_fps_camera(self, value: Transform) { ... } fn cam_raycast_layers(self) -> LayerMask { ... } fn set_cam_raycast_layers(self, value: LayerMask) { ... } fn cam_raycast_distance(self) -> f32 { ... } fn set_cam_raycast_distance(self, value: f32) { ... } fn in_contact(self) -> List_1<InteractionTrigger> { ... } fn set_in_contact(self, value: List_1<InteractionTrigger>) { ... } fn best_range_indexes(self) -> List_1<i32> { ... } fn set_best_range_indexes(self, value: List_1<i32>) { ... } fn on_interaction_start(self) -> InteractionSystem_InteractionDelegate { ... } fn set_on_interaction_start( self, value: InteractionSystem_InteractionDelegate, ) { ... } fn on_interaction_pause(self) -> InteractionSystem_InteractionDelegate { ... } fn set_on_interaction_pause( self, value: InteractionSystem_InteractionDelegate, ) { ... } fn on_interaction_pick_up(self) -> InteractionSystem_InteractionDelegate { ... } fn set_on_interaction_pick_up( self, value: InteractionSystem_InteractionDelegate, ) { ... } fn on_interaction_resume(self) -> InteractionSystem_InteractionDelegate { ... } fn set_on_interaction_resume( self, value: InteractionSystem_InteractionDelegate, ) { ... } fn on_interaction_stop(self) -> InteractionSystem_InteractionDelegate { ... } fn set_on_interaction_stop( self, value: InteractionSystem_InteractionDelegate, ) { ... } fn on_interaction_event(self) -> InteractionSystem_InteractionEventDelegate { ... } fn set_on_interaction_event( self, value: InteractionSystem_InteractionEventDelegate, ) { ... } fn raycast_hit(self) -> RaycastHit { ... } fn set_raycast_hit(self, value: RaycastHit) { ... } fn full_body(self) -> FullBodyBipedIK { ... } fn set_full_body(self, value: FullBodyBipedIK) { ... } fn look_at(self) -> InteractionLookAt { ... } fn set_look_at(self, value: InteractionLookAt) { ... } fn interaction_effectors(self) -> Array<InteractionEffector> { ... } fn set_interaction_effectors(self, value: Array<InteractionEffector>) { ... } fn last_collider(self) -> Collider { ... } fn set_last_collider(self, value: Collider) { ... } fn c(self) -> Collider { ... } fn set_c(self, value: Collider) { ... }
}

Provided Methods§

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fn target_tag(self) -> Il2CppString

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fn set_target_tag(self, value: Il2CppString)

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fn fade_in_time(self) -> f32

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fn set_fade_in_time(self, value: f32)

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fn speed(self) -> f32

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fn set_speed(self, value: f32)

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fn reset_to_defaults_speed(self) -> f32

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fn set_reset_to_defaults_speed(self, value: f32)

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fn character_collider(self) -> Collider

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fn set_character_collider(self, value: Collider)

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fn fps_camera(self) -> Transform

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fn set_fps_camera(self, value: Transform)

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fn cam_raycast_layers(self) -> LayerMask

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fn set_cam_raycast_layers(self, value: LayerMask)

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fn cam_raycast_distance(self) -> f32

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fn set_cam_raycast_distance(self, value: f32)

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fn in_contact(self) -> List_1<InteractionTrigger>

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fn set_in_contact(self, value: List_1<InteractionTrigger>)

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fn best_range_indexes(self) -> List_1<i32>

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fn set_best_range_indexes(self, value: List_1<i32>)

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fn on_interaction_start(self) -> InteractionSystem_InteractionDelegate

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fn set_on_interaction_start(self, value: InteractionSystem_InteractionDelegate)

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fn on_interaction_pause(self) -> InteractionSystem_InteractionDelegate

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fn set_on_interaction_pause(self, value: InteractionSystem_InteractionDelegate)

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fn on_interaction_pick_up(self) -> InteractionSystem_InteractionDelegate

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fn set_on_interaction_pick_up( self, value: InteractionSystem_InteractionDelegate, )

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fn on_interaction_resume(self) -> InteractionSystem_InteractionDelegate

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fn set_on_interaction_resume(self, value: InteractionSystem_InteractionDelegate)

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fn on_interaction_stop(self) -> InteractionSystem_InteractionDelegate

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fn set_on_interaction_stop(self, value: InteractionSystem_InteractionDelegate)

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fn on_interaction_event(self) -> InteractionSystem_InteractionEventDelegate

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fn set_on_interaction_event( self, value: InteractionSystem_InteractionEventDelegate, )

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fn raycast_hit(self) -> RaycastHit

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fn set_raycast_hit(self, value: RaycastHit)

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fn full_body(self) -> FullBodyBipedIK

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fn set_full_body(self, value: FullBodyBipedIK)

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fn look_at(self) -> InteractionLookAt

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fn set_look_at(self, value: InteractionLookAt)

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fn interaction_effectors(self) -> Array<InteractionEffector>

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fn set_interaction_effectors(self, value: Array<InteractionEffector>)

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fn last_collider(self) -> Collider

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fn set_last_collider(self, value: Collider)

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fn c(self) -> Collider

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fn set_c(self, value: Collider)

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§