pub trait IDebugManager: IObject {
Show 26 methods
// Provided methods
fn m_debug_actions(self) -> Array<DebugActionDesc> { ... }
fn set_m_debug_actions(self, value: Array<DebugActionDesc>) { ... }
fn m_debug_action_states(self) -> Array<DebugActionState> { ... }
fn set_m_debug_action_states(self, value: Array<DebugActionState>) { ... }
fn m_read_only_panels(self) -> ReadOnlyCollection_1<DebugUI_Panel> { ... }
fn set_m_read_only_panels(self, value: ReadOnlyCollection_1<DebugUI_Panel>) { ... }
fn m_panels(self) -> List_1<DebugUI_Panel> { ... }
fn set_m_panels(self, value: List_1<DebugUI_Panel>) { ... }
fn on_display_runtime_ui_changed(self) -> Action_1<bool> { ... }
fn set_on_display_runtime_ui_changed(self, value: Action_1<bool>) { ... }
fn on_set_dirty(self) -> Action { ... }
fn set_on_set_dirty(self, value: Action) { ... }
fn reset_data(self) -> Action { ... }
fn set_reset_data(self, value: Action) { ... }
fn refresh_editor_requested(self) -> bool { ... }
fn set_refresh_editor_requested(self, value: bool) { ... }
fn m_root(self) -> GameObject { ... }
fn set_m_root(self, value: GameObject) { ... }
fn m_root_ui_canvas(self) -> DebugUIHandlerCanvas { ... }
fn set_m_root_ui_canvas(self, value: DebugUIHandlerCanvas) { ... }
fn m_persistent_root(self) -> GameObject { ... }
fn set_m_persistent_root(self, value: GameObject) { ... }
fn m_root_ui_persistent_canvas(self) -> DebugUIHandlerPersistentCanvas { ... }
fn set_m_root_ui_persistent_canvas(
self,
value: DebugUIHandlerPersistentCanvas,
) { ... }
fn m_editor_open(self) -> bool { ... }
fn set_m_editor_open(self, value: bool) { ... }
}Provided Methods§
fn m_debug_actions(self) -> Array<DebugActionDesc>
fn set_m_debug_actions(self, value: Array<DebugActionDesc>)
fn m_debug_action_states(self) -> Array<DebugActionState>
fn set_m_debug_action_states(self, value: Array<DebugActionState>)
fn m_read_only_panels(self) -> ReadOnlyCollection_1<DebugUI_Panel>
fn set_m_read_only_panels(self, value: ReadOnlyCollection_1<DebugUI_Panel>)
fn m_panels(self) -> List_1<DebugUI_Panel>
fn set_m_panels(self, value: List_1<DebugUI_Panel>)
fn on_display_runtime_ui_changed(self) -> Action_1<bool>
fn set_on_display_runtime_ui_changed(self, value: Action_1<bool>)
fn on_set_dirty(self) -> Action
fn set_on_set_dirty(self, value: Action)
fn reset_data(self) -> Action
fn set_reset_data(self, value: Action)
fn refresh_editor_requested(self) -> bool
fn set_refresh_editor_requested(self, value: bool)
fn m_root(self) -> GameObject
fn set_m_root(self, value: GameObject)
fn m_root_ui_canvas(self) -> DebugUIHandlerCanvas
fn set_m_root_ui_canvas(self, value: DebugUIHandlerCanvas)
fn m_persistent_root(self) -> GameObject
fn set_m_persistent_root(self, value: GameObject)
fn m_root_ui_persistent_canvas(self) -> DebugUIHandlerPersistentCanvas
fn set_m_root_ui_persistent_canvas(self, value: DebugUIHandlerPersistentCanvas)
fn m_editor_open(self) -> bool
fn set_m_editor_open(self, value: bool)
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.