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IAnimationMethods

Trait IAnimationMethods 

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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§

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fn get_clip(self) -> AnimationClip

get_clip() overload

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fn set_clip(self, value: impl Into<AnimationClip>)

set_clip(crate::unity_engine::animationclip::AnimationClip) overload

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fn get_play_automatically(self) -> bool

get_playAutomatically() overload

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fn set_play_automatically(self, value: impl Into<bool>)

set_playAutomatically(bool) overload

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fn get_wrap_mode(self) -> WrapMode

get_wrapMode() overload

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fn set_wrap_mode(self, value: impl Into<WrapMode>)

set_wrapMode(crate::unity_engine::wrapmode::WrapMode) overload

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fn stop(self)

Stop() overload

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fn stop_2(self, name: impl Into<Il2CppString>)

Stop(::unity::Il2CppString) overload

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fn stop_named(self, name: impl Into<Il2CppString>)

StopNamed(::unity::Il2CppString) overload

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fn rewind(self)

Rewind() overload

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fn rewind_2(self, name: impl Into<Il2CppString>)

Rewind(::unity::Il2CppString) overload

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fn rewind_named(self, name: impl Into<Il2CppString>)

RewindNamed(::unity::Il2CppString) overload

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fn sample(self)

Sample() overload

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fn get_is_playing(self) -> bool

get_isPlaying() overload

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fn is_playing(self, name: impl Into<Il2CppString>) -> bool

IsPlaying(::unity::Il2CppString) overload

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fn get_item(self, name: impl Into<Il2CppString>) -> AnimationState

get_Item(::unity::Il2CppString) overload

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fn play(self) -> bool

Play() overload

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fn play_2(self, mode: impl Into<PlayMode>) -> bool

Play(crate::unity_engine::playmode::PlayMode) overload

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fn play_default_animation(self, mode: impl Into<PlayMode>) -> bool

PlayDefaultAnimation(crate::unity_engine::playmode::PlayMode) overload

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fn play_3(self, animation: impl Into<Il2CppString>) -> bool

Play(::unity::Il2CppString) overload

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fn play_4( self, animation: impl Into<Il2CppString>, mode: impl Into<PlayMode>, ) -> bool

Play(::unity::Il2CppString, crate::unity_engine::playmode::PlayMode) overload

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fn cross_fade(self, animation: impl Into<Il2CppString>)

CrossFade(::unity::Il2CppString) overload

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fn cross_fade_2( self, animation: impl Into<Il2CppString>, fade_length: impl Into<f32>, )

CrossFade(::unity::Il2CppString, f32) overload

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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

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fn blend(self, animation: impl Into<Il2CppString>)

Blend(::unity::Il2CppString) overload

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fn blend_2( self, animation: impl Into<Il2CppString>, target_weight: impl Into<f32>, )

Blend(::unity::Il2CppString, f32) overload

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fn blend_3( self, animation: impl Into<Il2CppString>, target_weight: impl Into<f32>, fade_length: impl Into<f32>, )

Blend(::unity::Il2CppString, f32, f32) overload

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fn cross_fade_queued(self, animation: impl Into<Il2CppString>) -> AnimationState

CrossFadeQueued(::unity::Il2CppString) overload

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fn cross_fade_queued_2( self, animation: impl Into<Il2CppString>, fade_length: impl Into<f32>, ) -> AnimationState

CrossFadeQueued(::unity::Il2CppString, f32) overload

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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

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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

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fn play_queued(self, animation: impl Into<Il2CppString>) -> AnimationState

PlayQueued(::unity::Il2CppString) overload

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fn play_queued_2( self, animation: impl Into<Il2CppString>, queue: impl Into<QueueMode>, ) -> AnimationState

PlayQueued(::unity::Il2CppString, crate::unity_engine::queuemode::QueueMode) overload

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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

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fn add_clip( self, clip: impl Into<AnimationClip>, new_name: impl Into<Il2CppString>, )

AddClip(crate::unity_engine::animationclip::AnimationClip, ::unity::Il2CppString) overload

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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

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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

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fn remove_clip(self, clip: impl Into<AnimationClip>)

RemoveClip(crate::unity_engine::animationclip::AnimationClip) overload

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fn remove_clip_2(self, clip_name: impl Into<Il2CppString>)

RemoveClip(::unity::Il2CppString) overload

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fn remove_clip_named(self, clip_name: impl Into<Il2CppString>)

RemoveClipNamed(::unity::Il2CppString) overload

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fn get_clip_count(self) -> i32

GetClipCount() overload

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fn play_5(self, mode: impl Into<AnimationPlayMode>) -> bool

Play(crate::unity_engine::animationplaymode::AnimationPlayMode) overload

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fn play_6( self, animation: impl Into<Il2CppString>, mode: impl Into<AnimationPlayMode>, ) -> bool

Play(::unity::Il2CppString, crate::unity_engine::animationplaymode::AnimationPlayMode) overload

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fn sync_layer(self, layer: impl Into<i32>)

SyncLayer(i32) overload

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fn get_enumerator(self) -> IEnumerator

GetEnumerator() overload

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fn get_state(self, name: impl Into<Il2CppString>) -> AnimationState

GetState(::unity::Il2CppString) overload

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fn get_state_at_index(self, index: impl Into<i32>) -> AnimationState

GetStateAtIndex(i32) overload

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fn get_state_count(self) -> i32

GetStateCount() overload

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fn get_clip_2(self, name: impl Into<Il2CppString>) -> AnimationClip

GetClip(::unity::Il2CppString) overload

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fn get_animate_physics(self) -> bool

get_animatePhysics() overload

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fn set_animate_physics(self, value: impl Into<bool>)

set_animatePhysics(bool) overload

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fn get_animate_only_if_visible(self) -> bool

get_animateOnlyIfVisible() overload

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fn set_animate_only_if_visible(self, value: impl Into<bool>)

set_animateOnlyIfVisible(bool) overload

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fn get_culling_type(self) -> AnimationCullingType

get_cullingType() overload

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fn set_culling_type(self, value: impl Into<AnimationCullingType>)

set_cullingType(crate::unity_engine::animationcullingtype::AnimationCullingType) overload

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fn get_local_bounds(self) -> Bounds

get_localBounds() overload

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fn set_local_bounds(self, value: impl Into<Bounds>)

set_localBounds(crate::unity_engine::bounds::Bounds) overload

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fn ctor(self)

.ctor() overload

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fn get_local_bounds_injected(self) -> Bounds

get_localBounds_Injected(*mutcrate::unity_engine::bounds::Bounds) overload

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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§

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impl<__T: IAnimation> IAnimationMethods for __T

Available on crate feature unity_engine-animation only.