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§
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)
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.