pub trait IAnimationMethods: IAnimation {
Show 60 methods
// Provided methods
fn get_clip(self) -> AnimationClip { ... }
fn set_clip(self, value: impl Into<AnimationClip>) { ... }
fn get_play_automatically(self) -> bool { ... }
fn set_play_automatically(self, value: impl Into<bool>) { ... }
fn get_wrap_mode(self) -> WrapMode { ... }
fn set_wrap_mode(self, value: impl Into<WrapMode>) { ... }
fn stop(self) { ... }
fn stop_2(self, name: impl Into<Il2CppString>) { ... }
fn stop_named(self, name: impl Into<Il2CppString>) { ... }
fn rewind(self) { ... }
fn rewind_2(self, name: impl Into<Il2CppString>) { ... }
fn rewind_named(self, name: impl Into<Il2CppString>) { ... }
fn sample(self) { ... }
fn get_is_playing(self) -> bool { ... }
fn is_playing(self, name: impl Into<Il2CppString>) -> bool { ... }
fn get_item(self, name: impl Into<Il2CppString>) -> AnimationState { ... }
fn play(self) -> bool { ... }
fn play_2(self, mode: impl Into<PlayMode>) -> bool { ... }
fn play_default_animation(self, mode: impl Into<PlayMode>) -> bool { ... }
fn play_3(self, animation: impl Into<Il2CppString>) -> bool { ... }
fn play_4(
self,
animation: impl Into<Il2CppString>,
mode: impl Into<PlayMode>,
) -> bool { ... }
fn cross_fade(self, animation: impl Into<Il2CppString>) { ... }
fn cross_fade_2(
self,
animation: impl Into<Il2CppString>,
fade_length: impl Into<f32>,
) { ... }
fn cross_fade_3(
self,
animation: impl Into<Il2CppString>,
fade_length: impl Into<f32>,
mode: impl Into<PlayMode>,
) { ... }
fn blend(self, animation: impl Into<Il2CppString>) { ... }
fn blend_2(
self,
animation: impl Into<Il2CppString>,
target_weight: impl Into<f32>,
) { ... }
fn blend_3(
self,
animation: impl Into<Il2CppString>,
target_weight: impl Into<f32>,
fade_length: impl Into<f32>,
) { ... }
fn cross_fade_queued(
self,
animation: impl Into<Il2CppString>,
) -> AnimationState { ... }
fn cross_fade_queued_2(
self,
animation: impl Into<Il2CppString>,
fade_length: impl Into<f32>,
) -> AnimationState { ... }
fn cross_fade_queued_3(
self,
animation: impl Into<Il2CppString>,
fade_length: impl Into<f32>,
queue: impl Into<QueueMode>,
) -> AnimationState { ... }
fn cross_fade_queued_4(
self,
animation: impl Into<Il2CppString>,
fade_length: impl Into<f32>,
queue: impl Into<QueueMode>,
mode: impl Into<PlayMode>,
) -> AnimationState { ... }
fn play_queued(self, animation: impl Into<Il2CppString>) -> AnimationState { ... }
fn play_queued_2(
self,
animation: impl Into<Il2CppString>,
queue: impl Into<QueueMode>,
) -> AnimationState { ... }
fn play_queued_3(
self,
animation: impl Into<Il2CppString>,
queue: impl Into<QueueMode>,
mode: impl Into<PlayMode>,
) -> AnimationState { ... }
fn add_clip(
self,
clip: impl Into<AnimationClip>,
new_name: impl Into<Il2CppString>,
) { ... }
fn add_clip_2(
self,
clip: impl Into<AnimationClip>,
new_name: impl Into<Il2CppString>,
first_frame: impl Into<i32>,
last_frame: impl Into<i32>,
) { ... }
fn add_clip_3(
self,
clip: impl Into<AnimationClip>,
new_name: impl Into<Il2CppString>,
first_frame: impl Into<i32>,
last_frame: impl Into<i32>,
add_loop_frame: impl Into<bool>,
) { ... }
fn remove_clip(self, clip: impl Into<AnimationClip>) { ... }
fn remove_clip_2(self, clip_name: impl Into<Il2CppString>) { ... }
fn remove_clip_named(self, clip_name: impl Into<Il2CppString>) { ... }
fn get_clip_count(self) -> i32 { ... }
fn play_5(self, mode: impl Into<AnimationPlayMode>) -> bool { ... }
fn play_6(
self,
animation: impl Into<Il2CppString>,
mode: impl Into<AnimationPlayMode>,
) -> bool { ... }
fn sync_layer(self, layer: impl Into<i32>) { ... }
fn get_enumerator(self) -> IEnumerator { ... }
fn get_state(self, name: impl Into<Il2CppString>) -> AnimationState { ... }
fn get_state_at_index(self, index: impl Into<i32>) -> AnimationState { ... }
fn get_state_count(self) -> i32 { ... }
fn get_clip_2(self, name: impl Into<Il2CppString>) -> AnimationClip { ... }
fn get_animate_physics(self) -> bool { ... }
fn set_animate_physics(self, value: impl Into<bool>) { ... }
fn get_animate_only_if_visible(self) -> bool { ... }
fn set_animate_only_if_visible(self, value: impl Into<bool>) { ... }
fn get_culling_type(self) -> AnimationCullingType { ... }
fn set_culling_type(self, value: impl Into<AnimationCullingType>) { ... }
fn get_local_bounds(self) -> Bounds { ... }
fn set_local_bounds(self, value: impl Into<Bounds>) { ... }
fn ctor(self) { ... }
fn get_local_bounds_injected(self) -> Bounds { ... }
fn set_local_bounds_injected(self) -> Bounds { ... }
}Provided Methods§
Sourcefn get_clip(self) -> AnimationClip
fn get_clip(self) -> AnimationClip
get_clip() overload
Sourcefn set_clip(self, value: impl Into<AnimationClip>)
fn set_clip(self, value: impl Into<AnimationClip>)
set_clip(crate::unity_engine::animationclip::AnimationClip) overload
Sourcefn get_play_automatically(self) -> bool
fn get_play_automatically(self) -> bool
get_playAutomatically() overload
Sourcefn set_play_automatically(self, value: impl Into<bool>)
fn set_play_automatically(self, value: impl Into<bool>)
set_playAutomatically(bool) overload
Sourcefn get_wrap_mode(self) -> WrapMode
fn get_wrap_mode(self) -> WrapMode
get_wrapMode() overload
Sourcefn set_wrap_mode(self, value: impl Into<WrapMode>)
fn set_wrap_mode(self, value: impl Into<WrapMode>)
set_wrapMode(crate::unity_engine::wrapmode::WrapMode) overload
Sourcefn stop_2(self, name: impl Into<Il2CppString>)
fn stop_2(self, name: impl Into<Il2CppString>)
Stop(::unity::Il2CppString) overload
Sourcefn stop_named(self, name: impl Into<Il2CppString>)
fn stop_named(self, name: impl Into<Il2CppString>)
StopNamed(::unity::Il2CppString) overload
Sourcefn rewind_2(self, name: impl Into<Il2CppString>)
fn rewind_2(self, name: impl Into<Il2CppString>)
Rewind(::unity::Il2CppString) overload
Sourcefn rewind_named(self, name: impl Into<Il2CppString>)
fn rewind_named(self, name: impl Into<Il2CppString>)
RewindNamed(::unity::Il2CppString) overload
Sourcefn get_is_playing(self) -> bool
fn get_is_playing(self) -> bool
get_isPlaying() overload
Sourcefn is_playing(self, name: impl Into<Il2CppString>) -> bool
fn is_playing(self, name: impl Into<Il2CppString>) -> bool
IsPlaying(::unity::Il2CppString) overload
Sourcefn get_item(self, name: impl Into<Il2CppString>) -> AnimationState
fn get_item(self, name: impl Into<Il2CppString>) -> AnimationState
get_Item(::unity::Il2CppString) overload
Sourcefn play_2(self, mode: impl Into<PlayMode>) -> bool
fn play_2(self, mode: impl Into<PlayMode>) -> bool
Play(crate::unity_engine::playmode::PlayMode) overload
Sourcefn play_default_animation(self, mode: impl Into<PlayMode>) -> bool
fn play_default_animation(self, mode: impl Into<PlayMode>) -> bool
PlayDefaultAnimation(crate::unity_engine::playmode::PlayMode) overload
Sourcefn play_3(self, animation: impl Into<Il2CppString>) -> bool
fn play_3(self, animation: impl Into<Il2CppString>) -> bool
Play(::unity::Il2CppString) overload
Sourcefn play_4(
self,
animation: impl Into<Il2CppString>,
mode: impl Into<PlayMode>,
) -> bool
fn play_4( self, animation: impl Into<Il2CppString>, mode: impl Into<PlayMode>, ) -> bool
Play(::unity::Il2CppString, crate::unity_engine::playmode::PlayMode) overload
Sourcefn cross_fade(self, animation: impl Into<Il2CppString>)
fn cross_fade(self, animation: impl Into<Il2CppString>)
CrossFade(::unity::Il2CppString) overload
Sourcefn cross_fade_2(
self,
animation: impl Into<Il2CppString>,
fade_length: impl Into<f32>,
)
fn cross_fade_2( self, animation: impl Into<Il2CppString>, fade_length: impl Into<f32>, )
CrossFade(::unity::Il2CppString, f32) overload
Sourcefn cross_fade_3(
self,
animation: impl Into<Il2CppString>,
fade_length: impl Into<f32>,
mode: impl Into<PlayMode>,
)
fn cross_fade_3( self, animation: impl Into<Il2CppString>, fade_length: impl Into<f32>, mode: impl Into<PlayMode>, )
CrossFade(::unity::Il2CppString, f32, crate::unity_engine::playmode::PlayMode) overload
Sourcefn blend(self, animation: impl Into<Il2CppString>)
fn blend(self, animation: impl Into<Il2CppString>)
Blend(::unity::Il2CppString) overload
Sourcefn blend_2(
self,
animation: impl Into<Il2CppString>,
target_weight: impl Into<f32>,
)
fn blend_2( self, animation: impl Into<Il2CppString>, target_weight: impl Into<f32>, )
Blend(::unity::Il2CppString, f32) overload
Sourcefn blend_3(
self,
animation: impl Into<Il2CppString>,
target_weight: impl Into<f32>,
fade_length: impl Into<f32>,
)
fn blend_3( self, animation: impl Into<Il2CppString>, target_weight: impl Into<f32>, fade_length: impl Into<f32>, )
Blend(::unity::Il2CppString, f32, f32) overload
Sourcefn cross_fade_queued(self, animation: impl Into<Il2CppString>) -> AnimationState
fn cross_fade_queued(self, animation: impl Into<Il2CppString>) -> AnimationState
CrossFadeQueued(::unity::Il2CppString) overload
Sourcefn cross_fade_queued_2(
self,
animation: impl Into<Il2CppString>,
fade_length: impl Into<f32>,
) -> AnimationState
fn cross_fade_queued_2( self, animation: impl Into<Il2CppString>, fade_length: impl Into<f32>, ) -> AnimationState
CrossFadeQueued(::unity::Il2CppString, f32) overload
Sourcefn cross_fade_queued_3(
self,
animation: impl Into<Il2CppString>,
fade_length: impl Into<f32>,
queue: impl Into<QueueMode>,
) -> AnimationState
fn cross_fade_queued_3( self, animation: impl Into<Il2CppString>, fade_length: impl Into<f32>, queue: impl Into<QueueMode>, ) -> AnimationState
CrossFadeQueued(::unity::Il2CppString, f32, crate::unity_engine::queuemode::QueueMode) overload
Sourcefn cross_fade_queued_4(
self,
animation: impl Into<Il2CppString>,
fade_length: impl Into<f32>,
queue: impl Into<QueueMode>,
mode: impl Into<PlayMode>,
) -> AnimationState
fn cross_fade_queued_4( self, animation: impl Into<Il2CppString>, fade_length: impl Into<f32>, queue: impl Into<QueueMode>, mode: impl Into<PlayMode>, ) -> AnimationState
CrossFadeQueued(::unity::Il2CppString, f32, crate::unity_engine::queuemode::QueueMode, crate::unity_engine::playmode::PlayMode) overload
Sourcefn play_queued(self, animation: impl Into<Il2CppString>) -> AnimationState
fn play_queued(self, animation: impl Into<Il2CppString>) -> AnimationState
PlayQueued(::unity::Il2CppString) overload
Sourcefn play_queued_2(
self,
animation: impl Into<Il2CppString>,
queue: impl Into<QueueMode>,
) -> AnimationState
fn play_queued_2( self, animation: impl Into<Il2CppString>, queue: impl Into<QueueMode>, ) -> AnimationState
PlayQueued(::unity::Il2CppString, crate::unity_engine::queuemode::QueueMode) overload
Sourcefn play_queued_3(
self,
animation: impl Into<Il2CppString>,
queue: impl Into<QueueMode>,
mode: impl Into<PlayMode>,
) -> AnimationState
fn play_queued_3( self, animation: impl Into<Il2CppString>, queue: impl Into<QueueMode>, mode: impl Into<PlayMode>, ) -> AnimationState
PlayQueued(::unity::Il2CppString, crate::unity_engine::queuemode::QueueMode, crate::unity_engine::playmode::PlayMode) overload
Sourcefn add_clip(
self,
clip: impl Into<AnimationClip>,
new_name: impl Into<Il2CppString>,
)
fn add_clip( self, clip: impl Into<AnimationClip>, new_name: impl Into<Il2CppString>, )
AddClip(crate::unity_engine::animationclip::AnimationClip, ::unity::Il2CppString) overload
Sourcefn add_clip_2(
self,
clip: impl Into<AnimationClip>,
new_name: impl Into<Il2CppString>,
first_frame: impl Into<i32>,
last_frame: impl Into<i32>,
)
fn add_clip_2( self, clip: impl Into<AnimationClip>, new_name: impl Into<Il2CppString>, first_frame: impl Into<i32>, last_frame: impl Into<i32>, )
AddClip(crate::unity_engine::animationclip::AnimationClip, ::unity::Il2CppString, i32, i32) overload
Sourcefn add_clip_3(
self,
clip: impl Into<AnimationClip>,
new_name: impl Into<Il2CppString>,
first_frame: impl Into<i32>,
last_frame: impl Into<i32>,
add_loop_frame: impl Into<bool>,
)
fn add_clip_3( self, clip: impl Into<AnimationClip>, new_name: impl Into<Il2CppString>, first_frame: impl Into<i32>, last_frame: impl Into<i32>, add_loop_frame: impl Into<bool>, )
AddClip(crate::unity_engine::animationclip::AnimationClip, ::unity::Il2CppString, i32, i32, bool) overload
Sourcefn remove_clip(self, clip: impl Into<AnimationClip>)
fn remove_clip(self, clip: impl Into<AnimationClip>)
RemoveClip(crate::unity_engine::animationclip::AnimationClip) overload
Sourcefn remove_clip_2(self, clip_name: impl Into<Il2CppString>)
fn remove_clip_2(self, clip_name: impl Into<Il2CppString>)
RemoveClip(::unity::Il2CppString) overload
Sourcefn remove_clip_named(self, clip_name: impl Into<Il2CppString>)
fn remove_clip_named(self, clip_name: impl Into<Il2CppString>)
RemoveClipNamed(::unity::Il2CppString) overload
Sourcefn get_clip_count(self) -> i32
fn get_clip_count(self) -> i32
GetClipCount() overload
Sourcefn play_5(self, mode: impl Into<AnimationPlayMode>) -> bool
fn play_5(self, mode: impl Into<AnimationPlayMode>) -> bool
Play(crate::unity_engine::animationplaymode::AnimationPlayMode) overload
Sourcefn play_6(
self,
animation: impl Into<Il2CppString>,
mode: impl Into<AnimationPlayMode>,
) -> bool
fn play_6( self, animation: impl Into<Il2CppString>, mode: impl Into<AnimationPlayMode>, ) -> bool
Play(::unity::Il2CppString, crate::unity_engine::animationplaymode::AnimationPlayMode) overload
Sourcefn sync_layer(self, layer: impl Into<i32>)
fn sync_layer(self, layer: impl Into<i32>)
SyncLayer(i32) overload
Sourcefn get_enumerator(self) -> IEnumerator
fn get_enumerator(self) -> IEnumerator
GetEnumerator() overload
Sourcefn get_state(self, name: impl Into<Il2CppString>) -> AnimationState
fn get_state(self, name: impl Into<Il2CppString>) -> AnimationState
GetState(::unity::Il2CppString) overload
Sourcefn get_state_at_index(self, index: impl Into<i32>) -> AnimationState
fn get_state_at_index(self, index: impl Into<i32>) -> AnimationState
GetStateAtIndex(i32) overload
Sourcefn get_state_count(self) -> i32
fn get_state_count(self) -> i32
GetStateCount() overload
Sourcefn get_clip_2(self, name: impl Into<Il2CppString>) -> AnimationClip
fn get_clip_2(self, name: impl Into<Il2CppString>) -> AnimationClip
GetClip(::unity::Il2CppString) overload
Sourcefn get_animate_physics(self) -> bool
fn get_animate_physics(self) -> bool
get_animatePhysics() overload
Sourcefn set_animate_physics(self, value: impl Into<bool>)
fn set_animate_physics(self, value: impl Into<bool>)
set_animatePhysics(bool) overload
Sourcefn get_animate_only_if_visible(self) -> bool
fn get_animate_only_if_visible(self) -> bool
get_animateOnlyIfVisible() overload
Sourcefn set_animate_only_if_visible(self, value: impl Into<bool>)
fn set_animate_only_if_visible(self, value: impl Into<bool>)
set_animateOnlyIfVisible(bool) overload
Sourcefn get_culling_type(self) -> AnimationCullingType
fn get_culling_type(self) -> AnimationCullingType
get_cullingType() overload
Sourcefn set_culling_type(self, value: impl Into<AnimationCullingType>)
fn set_culling_type(self, value: impl Into<AnimationCullingType>)
set_cullingType(crate::unity_engine::animationcullingtype::AnimationCullingType) overload
Sourcefn get_local_bounds(self) -> Bounds
fn get_local_bounds(self) -> Bounds
get_localBounds() overload
Sourcefn set_local_bounds(self, value: impl Into<Bounds>)
fn set_local_bounds(self, value: impl Into<Bounds>)
set_localBounds(crate::unity_engine::bounds::Bounds) overload
Sourcefn get_local_bounds_injected(self) -> Bounds
fn get_local_bounds_injected(self) -> Bounds
get_localBounds_Injected(*mutcrate::unity_engine::bounds::Bounds) overload
Sourcefn set_local_bounds_injected(self) -> Bounds
fn set_local_bounds_injected(self) -> Bounds
set_localBounds_Injected(*mutcrate::unity_engine::bounds::Bounds) 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: IAnimation> IAnimationMethods for __T
unity_engine-animation only.