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IAnimatorMethods

Trait IAnimatorMethods 

Source
pub trait IAnimatorMethods: IAnimator {
Show 271 methods // Provided methods fn get_is_optimizable(self) -> bool { ... } fn get_is_human(self) -> bool { ... } fn get_has_root_motion(self) -> bool { ... } fn get_is_root_position_or_rotation_controlled_by_curves(self) -> bool { ... } fn get_human_scale(self) -> f32 { ... } fn get_is_initialized(self) -> bool { ... } fn get_float(self, name: impl Into<Il2CppString>) -> f32 { ... } fn get_float_2(self, id: impl Into<i32>) -> f32 { ... } fn set_float(self, name: impl Into<Il2CppString>, value: impl Into<f32>) { ... } fn set_float_2( self, name: impl Into<Il2CppString>, value: impl Into<f32>, damp_time: impl Into<f32>, delta_time: impl Into<f32>, ) { ... } fn set_float_3(self, id: impl Into<i32>, value: impl Into<f32>) { ... } fn set_float_4( self, id: impl Into<i32>, value: impl Into<f32>, damp_time: impl Into<f32>, delta_time: impl Into<f32>, ) { ... } fn get_bool(self, name: impl Into<Il2CppString>) -> bool { ... } fn get_bool_2(self, id: impl Into<i32>) -> bool { ... } fn set_bool(self, name: impl Into<Il2CppString>, value: impl Into<bool>) { ... } fn set_bool_2(self, id: impl Into<i32>, value: impl Into<bool>) { ... } fn get_integer(self, name: impl Into<Il2CppString>) -> i32 { ... } fn get_integer_2(self, id: impl Into<i32>) -> i32 { ... } fn set_integer(self, name: impl Into<Il2CppString>, value: impl Into<i32>) { ... } fn set_integer_2(self, id: impl Into<i32>, value: impl Into<i32>) { ... } fn set_trigger(self, name: impl Into<Il2CppString>) { ... } fn set_trigger_2(self, id: impl Into<i32>) { ... } fn reset_trigger(self, name: impl Into<Il2CppString>) { ... } fn reset_trigger_2(self, id: impl Into<i32>) { ... } fn is_parameter_controlled_by_curve( self, name: impl Into<Il2CppString>, ) -> bool { ... } fn is_parameter_controlled_by_curve_2(self, id: impl Into<i32>) -> bool { ... } fn get_delta_position(self) -> Vector3 { ... } fn get_delta_rotation(self) -> Quaternion { ... } fn get_velocity(self) -> Vector3 { ... } fn get_angular_velocity(self) -> Vector3 { ... } fn get_root_position(self) -> Vector3 { ... } fn set_root_position(self, value: impl Into<Vector3>) { ... } fn get_root_rotation(self) -> Quaternion { ... } fn set_root_rotation(self, value: impl Into<Quaternion>) { ... } fn get_apply_root_motion(self) -> bool { ... } fn set_apply_root_motion(self, value: impl Into<bool>) { ... } fn get_linear_velocity_blending(self) -> bool { ... } fn set_linear_velocity_blending(self, value: impl Into<bool>) { ... } fn get_animate_physics(self) -> bool { ... } fn set_animate_physics(self, value: impl Into<bool>) { ... } fn get_update_mode(self) -> AnimatorUpdateMode { ... } fn set_update_mode(self, value: impl Into<AnimatorUpdateMode>) { ... } fn get_has_transform_hierarchy(self) -> bool { ... } fn get_allow_constant_clip_sampling_optimization(self) -> bool { ... } fn set_allow_constant_clip_sampling_optimization( self, value: impl Into<bool>, ) { ... } fn get_gravity_weight(self) -> f32 { ... } fn get_body_position(self) -> Vector3 { ... } fn set_body_position(self, value: impl Into<Vector3>) { ... } fn get_body_position_internal(self) -> Vector3 { ... } fn set_body_position_internal(self, value: impl Into<Vector3>) { ... } fn get_body_rotation(self) -> Quaternion { ... } fn set_body_rotation(self, value: impl Into<Quaternion>) { ... } fn get_body_rotation_internal(self) -> Quaternion { ... } fn set_body_rotation_internal(self, value: impl Into<Quaternion>) { ... } fn get_ik_position(self, goal: impl Into<AvatarIKGoal>) -> Vector3 { ... } fn get_goal_position(self, goal: impl Into<AvatarIKGoal>) -> Vector3 { ... } fn set_ik_position( self, goal: impl Into<AvatarIKGoal>, goal_position: impl Into<Vector3>, ) { ... } fn set_goal_position( self, goal: impl Into<AvatarIKGoal>, goal_position: impl Into<Vector3>, ) { ... } fn get_ik_rotation(self, goal: impl Into<AvatarIKGoal>) -> Quaternion { ... } fn get_goal_rotation(self, goal: impl Into<AvatarIKGoal>) -> Quaternion { ... } fn set_ik_rotation( self, goal: impl Into<AvatarIKGoal>, goal_rotation: impl Into<Quaternion>, ) { ... } fn set_goal_rotation( self, goal: impl Into<AvatarIKGoal>, goal_rotation: impl Into<Quaternion>, ) { ... } fn get_ik_position_weight(self, goal: impl Into<AvatarIKGoal>) -> f32 { ... } fn get_goal_weight_position(self, goal: impl Into<AvatarIKGoal>) -> f32 { ... } fn set_ik_position_weight( self, goal: impl Into<AvatarIKGoal>, value: impl Into<f32>, ) { ... } fn set_goal_weight_position( self, goal: impl Into<AvatarIKGoal>, value: impl Into<f32>, ) { ... } fn get_ik_rotation_weight(self, goal: impl Into<AvatarIKGoal>) -> f32 { ... } fn get_goal_weight_rotation(self, goal: impl Into<AvatarIKGoal>) -> f32 { ... } fn set_ik_rotation_weight( self, goal: impl Into<AvatarIKGoal>, value: impl Into<f32>, ) { ... } fn set_goal_weight_rotation( self, goal: impl Into<AvatarIKGoal>, value: impl Into<f32>, ) { ... } fn get_ik_hint_position(self, hint: impl Into<AvatarIKHint>) -> Vector3 { ... } fn get_hint_position(self, hint: impl Into<AvatarIKHint>) -> Vector3 { ... } fn set_ik_hint_position( self, hint: impl Into<AvatarIKHint>, hint_position: impl Into<Vector3>, ) { ... } fn set_hint_position( self, hint: impl Into<AvatarIKHint>, hint_position: impl Into<Vector3>, ) { ... } fn get_ik_hint_position_weight(self, hint: impl Into<AvatarIKHint>) -> f32 { ... } fn get_hint_weight_position(self, hint: impl Into<AvatarIKHint>) -> f32 { ... } fn set_ik_hint_position_weight( self, hint: impl Into<AvatarIKHint>, value: impl Into<f32>, ) { ... } fn set_hint_weight_position( self, hint: impl Into<AvatarIKHint>, value: impl Into<f32>, ) { ... } fn set_look_at_position(self, look_at_position: impl Into<Vector3>) { ... } fn set_look_at_position_internal(self, look_at_position: impl Into<Vector3>) { ... } fn set_look_at_weight(self, weight: impl Into<f32>) { ... } fn set_look_at_weight_2( self, weight: impl Into<f32>, body_weight: impl Into<f32>, ) { ... } fn set_look_at_weight_3( self, weight: impl Into<f32>, body_weight: impl Into<f32>, head_weight: impl Into<f32>, ) { ... } fn set_look_at_weight_4( self, weight: impl Into<f32>, body_weight: impl Into<f32>, head_weight: impl Into<f32>, eyes_weight: impl Into<f32>, ) { ... } fn set_look_at_weight_5( self, weight: impl Into<f32>, body_weight: impl Into<f32>, head_weight: impl Into<f32>, eyes_weight: impl Into<f32>, clamp_weight: impl Into<f32>, ) { ... } fn set_look_at_weight_internal( self, weight: impl Into<f32>, body_weight: impl Into<f32>, head_weight: impl Into<f32>, eyes_weight: impl Into<f32>, clamp_weight: impl Into<f32>, ) { ... } fn set_bone_local_rotation( self, human_bone_id: impl Into<HumanBodyBones>, rotation: impl Into<Quaternion>, ) { ... } fn set_bone_local_rotation_internal( self, human_bone_id: impl Into<i32>, rotation: impl Into<Quaternion>, ) { ... } fn get_behaviour(self, type: impl Into<SystemType>) -> ScriptableObject { ... } fn get_behaviour_2<M0: IlType + Copy + ClassIdentity>(self) -> M0 { ... } fn get_behaviours<M0: IlType + Copy + ClassIdentity>(self) -> Array<M0> { ... } fn internal_get_behaviours( self, type: impl Into<SystemType>, ) -> Array<ScriptableObject> { ... } fn get_behaviours_2( self, full_path_hash: impl Into<i32>, layer_index: impl Into<i32>, ) -> Array<StateMachineBehaviour> { ... } fn internal_get_behaviours_by_key( self, full_path_hash: impl Into<i32>, layer_index: impl Into<i32>, type: impl Into<SystemType>, ) -> Array<ScriptableObject> { ... } fn get_stabilize_feet(self) -> bool { ... } fn set_stabilize_feet(self, value: impl Into<bool>) { ... } fn get_layer_count(self) -> i32 { ... } fn get_layer_name(self, layer_index: impl Into<i32>) -> Il2CppString { ... } fn get_layer_index(self, layer_name: impl Into<Il2CppString>) -> i32 { ... } fn get_layer_weight(self, layer_index: impl Into<i32>) -> f32 { ... } fn set_layer_weight( self, layer_index: impl Into<i32>, weight: impl Into<f32>, ) { ... } fn get_animator_state_info( self, layer_index: impl Into<i32>, state_info_index: impl Into<StateInfoIndex>, ) -> AnimatorStateInfo { ... } fn get_current_animator_state_info( self, layer_index: impl Into<i32>, ) -> AnimatorStateInfo { ... } fn get_next_animator_state_info( self, layer_index: impl Into<i32>, ) -> AnimatorStateInfo { ... } fn get_animator_transition_info( self, layer_index: impl Into<i32>, ) -> AnimatorTransitionInfo { ... } fn get_animator_transition_info_2( self, layer_index: impl Into<i32>, ) -> AnimatorTransitionInfo { ... } fn get_animator_clip_info_count( self, layer_index: impl Into<i32>, current: impl Into<bool>, ) -> i32 { ... } fn get_current_animator_clip_info_count( self, layer_index: impl Into<i32>, ) -> i32 { ... } fn get_next_animator_clip_info_count( self, layer_index: impl Into<i32>, ) -> i32 { ... } fn get_current_animator_clip_info( self, layer_index: impl Into<i32>, ) -> Array<AnimatorClipInfo> { ... } fn get_next_animator_clip_info( self, layer_index: impl Into<i32>, ) -> Array<AnimatorClipInfo> { ... } fn get_current_animator_clip_info_2( self, layer_index: impl Into<i32>, clips: impl Into<List_1<AnimatorClipInfo>>, ) { ... } fn get_animator_clip_info_internal( self, layer_index: impl Into<i32>, is_current: impl Into<bool>, clips: impl Into<Object>, ) { ... } fn get_next_animator_clip_info_2( self, layer_index: impl Into<i32>, clips: impl Into<List_1<AnimatorClipInfo>>, ) { ... } fn is_in_transition(self, layer_index: impl Into<i32>) -> bool { ... } fn get_parameters(self) -> Array<AnimatorControllerParameter> { ... } fn get_parameter_count(self) -> i32 { ... } fn get_parameter(self, index: impl Into<i32>) -> AnimatorControllerParameter { ... } fn get_feet_pivot_active(self) -> f32 { ... } fn set_feet_pivot_active(self, value: impl Into<f32>) { ... } fn get_pivot_weight(self) -> f32 { ... } fn get_pivot_position(self) -> Vector3 { ... } fn match_target( self, match_position: impl Into<Vector3>, match_rotation: impl Into<Quaternion>, target_body_part: impl Into<i32>, weight_mask: impl Into<MatchTargetWeightMask>, start_normalized_time: impl Into<f32>, target_normalized_time: impl Into<f32>, complete_match: impl Into<bool>, ) { ... } fn match_target_2( self, match_position: impl Into<Vector3>, match_rotation: impl Into<Quaternion>, target_body_part: impl Into<AvatarTarget>, weight_mask: impl Into<MatchTargetWeightMask>, start_normalized_time: impl Into<f32>, ) { ... } fn match_target_3( self, match_position: impl Into<Vector3>, match_rotation: impl Into<Quaternion>, target_body_part: impl Into<AvatarTarget>, weight_mask: impl Into<MatchTargetWeightMask>, start_normalized_time: impl Into<f32>, target_normalized_time: impl Into<f32>, ) { ... } fn match_target_4( self, match_position: impl Into<Vector3>, match_rotation: impl Into<Quaternion>, target_body_part: impl Into<AvatarTarget>, weight_mask: impl Into<MatchTargetWeightMask>, start_normalized_time: impl Into<f32>, target_normalized_time: impl Into<f32>, complete_match: impl Into<bool>, ) { ... } fn interrupt_match_target(self) { ... } fn interrupt_match_target_2(self, complete_match: impl Into<bool>) { ... } fn get_is_matching_target(self) -> bool { ... } fn get_speed(self) -> f32 { ... } fn set_speed(self, value: impl Into<f32>) { ... } fn force_state_normalized_time(self, normalized_time: impl Into<f32>) { ... } fn cross_fade_in_fixed_time( self, state_name: impl Into<Il2CppString>, fixed_transition_duration: impl Into<f32>, ) { ... } fn cross_fade_in_fixed_time_2( self, state_name: impl Into<Il2CppString>, fixed_transition_duration: impl Into<f32>, layer: impl Into<i32>, ) { ... } fn cross_fade_in_fixed_time_3( self, state_name: impl Into<Il2CppString>, fixed_transition_duration: impl Into<f32>, layer: impl Into<i32>, fixed_time_offset: impl Into<f32>, ) { ... } fn cross_fade_in_fixed_time_4( self, state_name: impl Into<Il2CppString>, fixed_transition_duration: impl Into<f32>, layer: impl Into<i32>, fixed_time_offset: impl Into<f32>, normalized_transition_time: impl Into<f32>, ) { ... } fn cross_fade_in_fixed_time_5( self, state_hash_name: impl Into<i32>, fixed_transition_duration: impl Into<f32>, layer: impl Into<i32>, fixed_time_offset: impl Into<f32>, ) { ... } fn cross_fade_in_fixed_time_6( self, state_hash_name: impl Into<i32>, fixed_transition_duration: impl Into<f32>, layer: impl Into<i32>, ) { ... } fn cross_fade_in_fixed_time_7( self, state_hash_name: impl Into<i32>, fixed_transition_duration: impl Into<f32>, ) { ... } fn cross_fade_in_fixed_time_8( self, state_hash_name: impl Into<i32>, fixed_transition_duration: impl Into<f32>, layer: impl Into<i32>, fixed_time_offset: impl Into<f32>, normalized_transition_time: impl Into<f32>, ) { ... } fn write_default_values(self) { ... } fn cross_fade( self, state_name: impl Into<Il2CppString>, normalized_transition_duration: impl Into<f32>, layer: impl Into<i32>, normalized_time_offset: impl Into<f32>, ) { ... } fn cross_fade_2( self, state_name: impl Into<Il2CppString>, normalized_transition_duration: impl Into<f32>, layer: impl Into<i32>, ) { ... } fn cross_fade_3( self, state_name: impl Into<Il2CppString>, normalized_transition_duration: impl Into<f32>, ) { ... } fn cross_fade_4( self, state_name: impl Into<Il2CppString>, normalized_transition_duration: impl Into<f32>, layer: impl Into<i32>, normalized_time_offset: impl Into<f32>, normalized_transition_time: impl Into<f32>, ) { ... } fn cross_fade_5( self, state_hash_name: impl Into<i32>, normalized_transition_duration: impl Into<f32>, layer: impl Into<i32>, normalized_time_offset: impl Into<f32>, normalized_transition_time: impl Into<f32>, ) { ... } fn cross_fade_6( self, state_hash_name: impl Into<i32>, normalized_transition_duration: impl Into<f32>, layer: impl Into<i32>, normalized_time_offset: impl Into<f32>, ) { ... } fn cross_fade_7( self, state_hash_name: impl Into<i32>, normalized_transition_duration: impl Into<f32>, layer: impl Into<i32>, ) { ... } fn cross_fade_8( self, state_hash_name: impl Into<i32>, normalized_transition_duration: impl Into<f32>, ) { ... } fn play_in_fixed_time( self, state_name: impl Into<Il2CppString>, layer: impl Into<i32>, ) { ... } fn play_in_fixed_time_2(self, state_name: impl Into<Il2CppString>) { ... } fn play_in_fixed_time_3( self, state_name: impl Into<Il2CppString>, layer: impl Into<i32>, fixed_time: impl Into<f32>, ) { ... } fn play_in_fixed_time_4( self, state_name_hash: impl Into<i32>, layer: impl Into<i32>, fixed_time: impl Into<f32>, ) { ... } fn play_in_fixed_time_5( self, state_name_hash: impl Into<i32>, layer: impl Into<i32>, ) { ... } fn play_in_fixed_time_6(self, state_name_hash: impl Into<i32>) { ... } fn play(self, state_name: impl Into<Il2CppString>, layer: impl Into<i32>) { ... } fn play_2(self, state_name: impl Into<Il2CppString>) { ... } fn play_3( self, state_name: impl Into<Il2CppString>, layer: impl Into<i32>, normalized_time: impl Into<f32>, ) { ... } fn play_4( self, state_name_hash: impl Into<i32>, layer: impl Into<i32>, normalized_time: impl Into<f32>, ) { ... } fn play_5(self, state_name_hash: impl Into<i32>, layer: impl Into<i32>) { ... } fn play_6(self, state_name_hash: impl Into<i32>) { ... } fn set_target( self, target_index: impl Into<AvatarTarget>, target_normalized_time: impl Into<f32>, ) { ... } fn get_target_position(self) -> Vector3 { ... } fn get_target_rotation(self) -> Quaternion { ... } fn is_controlled(self, transform: impl Into<Transform>) -> bool { ... } fn is_bone_transform(self, transform: impl Into<Transform>) -> bool { ... } fn get_avatar_root(self) -> Transform { ... } fn get_bone_transform( self, human_bone_id: impl Into<HumanBodyBones>, ) -> Transform { ... } fn get_bone_transform_internal( self, human_bone_id: impl Into<i32>, ) -> Transform { ... } fn get_culling_mode(self) -> AnimatorCullingMode { ... } fn set_culling_mode(self, value: impl Into<AnimatorCullingMode>) { ... } fn start_playback(self) { ... } fn stop_playback(self) { ... } fn get_playback_time(self) -> f32 { ... } fn set_playback_time(self, value: impl Into<f32>) { ... } fn start_recording(self, frame_count: impl Into<i32>) { ... } fn stop_recording(self) { ... } fn get_recorder_start_time(self) -> f32 { ... } fn set_recorder_start_time(self, value: impl Into<f32>) { ... } fn get_recorder_stop_time(self) -> f32 { ... } fn set_recorder_stop_time(self, value: impl Into<f32>) { ... } fn get_recorder_mode(self) -> AnimatorRecorderMode { ... } fn get_runtime_animator_controller(self) -> RuntimeAnimatorController { ... } fn set_runtime_animator_controller( self, value: impl Into<RuntimeAnimatorController>, ) { ... } fn get_has_bound_playables(self) -> bool { ... } fn clear_internal_controller_playable(self) { ... } fn has_state( self, layer_index: impl Into<i32>, state_id: impl Into<i32>, ) -> bool { ... } fn get_avatar(self) -> Avatar { ... } fn set_avatar(self, value: impl Into<Avatar>) { ... } fn get_stats(self) -> Il2CppString { ... } fn get_playable_graph(self) -> PlayableGraph { ... } fn get_current_graph(self) -> PlayableGraph { ... } fn check_if_in_ik_pass(self) { ... } fn is_in_ik_pass(self) -> bool { ... } fn set_float_string( self, name: impl Into<Il2CppString>, value: impl Into<f32>, ) { ... } fn set_float_id(self, id: impl Into<i32>, value: impl Into<f32>) { ... } fn get_float_string(self, name: impl Into<Il2CppString>) -> f32 { ... } fn get_float_id(self, id: impl Into<i32>) -> f32 { ... } fn set_bool_string( self, name: impl Into<Il2CppString>, value: impl Into<bool>, ) { ... } fn set_bool_id(self, id: impl Into<i32>, value: impl Into<bool>) { ... } fn get_bool_string(self, name: impl Into<Il2CppString>) -> bool { ... } fn get_bool_id(self, id: impl Into<i32>) -> bool { ... } fn set_integer_string( self, name: impl Into<Il2CppString>, value: impl Into<i32>, ) { ... } fn set_integer_id(self, id: impl Into<i32>, value: impl Into<i32>) { ... } fn get_integer_string(self, name: impl Into<Il2CppString>) -> i32 { ... } fn get_integer_id(self, id: impl Into<i32>) -> i32 { ... } fn set_trigger_string(self, name: impl Into<Il2CppString>) { ... } fn set_trigger_id(self, id: impl Into<i32>) { ... } fn reset_trigger_string(self, name: impl Into<Il2CppString>) { ... } fn reset_trigger_id(self, id: impl Into<i32>) { ... } fn is_parameter_controlled_by_curve_string( self, name: impl Into<Il2CppString>, ) -> bool { ... } fn is_parameter_controlled_by_curve_id(self, id: impl Into<i32>) -> bool { ... } fn set_float_string_damp( self, name: impl Into<Il2CppString>, value: impl Into<f32>, damp_time: impl Into<f32>, delta_time: impl Into<f32>, ) { ... } fn set_float_id_damp( self, id: impl Into<i32>, value: impl Into<f32>, damp_time: impl Into<f32>, delta_time: impl Into<f32>, ) { ... } fn get_layers_affect_mass_center(self) -> bool { ... } fn set_layers_affect_mass_center(self, value: impl Into<bool>) { ... } fn get_left_feet_bottom_height(self) -> f32 { ... } fn get_right_feet_bottom_height(self) -> f32 { ... } fn get_supports_on_animator_move(self) -> bool { ... } fn on_update_mode_changed(self) { ... } fn on_culling_mode_changed(self) { ... } fn write_default_pose(self) { ... } fn update(self, delta_time: impl Into<f32>) { ... } fn rebind(self) { ... } fn rebind_2(self, write_default_values: impl Into<bool>) { ... } fn apply_builtin_root_motion(self) { ... } fn evaluate_controller(self) { ... } fn evaluate_controller_2(self, delta_time: impl Into<f32>) { ... } fn get_current_state_name(self, layer_index: impl Into<i32>) -> Il2CppString { ... } fn get_next_state_name(self, layer_index: impl Into<i32>) -> Il2CppString { ... } fn get_animator_state_name( self, layer_index: impl Into<i32>, current: impl Into<bool>, ) -> Il2CppString { ... } fn resolve_hash(self, hash: impl Into<i32>) -> Il2CppString { ... } fn get_log_warnings(self) -> bool { ... } fn set_log_warnings(self, value: impl Into<bool>) { ... } fn get_fire_events(self) -> bool { ... } fn set_fire_events(self, value: impl Into<bool>) { ... } fn get_keep_animator_controller_state_on_disable(self) -> bool { ... } fn set_keep_animator_controller_state_on_disable( self, value: impl Into<bool>, ) { ... } fn get_vector(self, name: impl Into<Il2CppString>) -> Vector3 { ... } fn get_vector_2(self, id: impl Into<i32>) -> Vector3 { ... } fn set_vector( self, name: impl Into<Il2CppString>, value: impl Into<Vector3>, ) { ... } fn set_vector_2(self, id: impl Into<i32>, value: impl Into<Vector3>) { ... } fn get_quaternion(self, name: impl Into<Il2CppString>) -> Quaternion { ... } fn get_quaternion_2(self, id: impl Into<i32>) -> Quaternion { ... } fn set_quaternion( self, name: impl Into<Il2CppString>, value: impl Into<Quaternion>, ) { ... } fn set_quaternion_2(self, id: impl Into<i32>, value: impl Into<Quaternion>) { ... } fn ctor(self) { ... } fn get_delta_position_injected(self) -> Vector3 { ... } fn get_delta_rotation_injected(self) -> Quaternion { ... } fn get_velocity_injected(self) -> Vector3 { ... } fn get_angular_velocity_injected(self) -> Vector3 { ... } fn get_root_position_injected(self) -> Vector3 { ... } fn set_root_position_injected(self) -> Vector3 { ... } fn get_root_rotation_injected(self) -> Quaternion { ... } fn set_root_rotation_injected(self) -> Quaternion { ... } fn get_body_position_internal_injected(self) -> Vector3 { ... } fn set_body_position_internal_injected(self) -> Vector3 { ... } fn get_body_rotation_internal_injected(self) -> Quaternion { ... } fn set_body_rotation_internal_injected(self) -> Quaternion { ... } fn get_goal_position_injected( self, goal: impl Into<AvatarIKGoal>, ) -> Vector3 { ... } fn set_goal_position_injected( self, goal: impl Into<AvatarIKGoal>, ) -> Vector3 { ... } fn get_goal_rotation_injected( self, goal: impl Into<AvatarIKGoal>, ) -> Quaternion { ... } fn set_goal_rotation_injected( self, goal: impl Into<AvatarIKGoal>, ) -> Quaternion { ... } fn get_hint_position_injected( self, hint: impl Into<AvatarIKHint>, ) -> Vector3 { ... } fn set_hint_position_injected( self, hint: impl Into<AvatarIKHint>, ) -> Vector3 { ... } fn set_look_at_position_internal_injected(self) -> Vector3 { ... } fn set_bone_local_rotation_internal_injected( self, human_bone_id: impl Into<i32>, ) -> Quaternion { ... } fn get_pivot_position_injected(self) -> Vector3 { ... } fn match_target_injected( self, target_body_part: impl Into<i32>, start_normalized_time: impl Into<f32>, target_normalized_time: impl Into<f32>, complete_match: impl Into<bool>, ) -> (Vector3, Quaternion, MatchTargetWeightMask) { ... } fn get_target_position_injected(self) -> Vector3 { ... } fn get_target_rotation_injected(self) -> Quaternion { ... }
}

Provided Methods§

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fn get_is_optimizable(self) -> bool

get_isOptimizable() overload

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fn get_is_human(self) -> bool

get_isHuman() overload

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fn get_has_root_motion(self) -> bool

get_hasRootMotion() overload

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fn get_is_root_position_or_rotation_controlled_by_curves(self) -> bool

get_isRootPositionOrRotationControlledByCurves() overload

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fn get_human_scale(self) -> f32

get_humanScale() overload

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fn get_is_initialized(self) -> bool

get_isInitialized() overload

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fn get_float(self, name: impl Into<Il2CppString>) -> f32

GetFloat(::unity::Il2CppString) overload

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fn get_float_2(self, id: impl Into<i32>) -> f32

GetFloat(i32) overload

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fn set_float(self, name: impl Into<Il2CppString>, value: impl Into<f32>)

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

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fn set_float_2( self, name: impl Into<Il2CppString>, value: impl Into<f32>, damp_time: impl Into<f32>, delta_time: impl Into<f32>, )

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

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fn set_float_3(self, id: impl Into<i32>, value: impl Into<f32>)

SetFloat(i32, f32) overload

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fn set_float_4( self, id: impl Into<i32>, value: impl Into<f32>, damp_time: impl Into<f32>, delta_time: impl Into<f32>, )

SetFloat(i32, f32, f32, f32) overload

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

GetBool(::unity::Il2CppString) overload

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fn get_bool_2(self, id: impl Into<i32>) -> bool

GetBool(i32) overload

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fn set_bool(self, name: impl Into<Il2CppString>, value: impl Into<bool>)

SetBool(::unity::Il2CppString, bool) overload

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fn set_bool_2(self, id: impl Into<i32>, value: impl Into<bool>)

SetBool(i32, bool) overload

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fn get_integer(self, name: impl Into<Il2CppString>) -> i32

GetInteger(::unity::Il2CppString) overload

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fn get_integer_2(self, id: impl Into<i32>) -> i32

GetInteger(i32) overload

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fn set_integer(self, name: impl Into<Il2CppString>, value: impl Into<i32>)

SetInteger(::unity::Il2CppString, i32) overload

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fn set_integer_2(self, id: impl Into<i32>, value: impl Into<i32>)

SetInteger(i32, i32) overload

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

SetTrigger(::unity::Il2CppString) overload

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fn set_trigger_2(self, id: impl Into<i32>)

SetTrigger(i32) overload

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

ResetTrigger(::unity::Il2CppString) overload

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fn reset_trigger_2(self, id: impl Into<i32>)

ResetTrigger(i32) overload

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

IsParameterControlledByCurve(::unity::Il2CppString) overload

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fn is_parameter_controlled_by_curve_2(self, id: impl Into<i32>) -> bool

IsParameterControlledByCurve(i32) overload

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fn get_delta_position(self) -> Vector3

get_deltaPosition() overload

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fn get_delta_rotation(self) -> Quaternion

get_deltaRotation() overload

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fn get_velocity(self) -> Vector3

get_velocity() overload

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fn get_angular_velocity(self) -> Vector3

get_angularVelocity() overload

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fn get_root_position(self) -> Vector3

get_rootPosition() overload

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fn set_root_position(self, value: impl Into<Vector3>)

set_rootPosition(crate::unity_engine::vector3::Vector3) overload

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fn get_root_rotation(self) -> Quaternion

get_rootRotation() overload

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fn set_root_rotation(self, value: impl Into<Quaternion>)

set_rootRotation(crate::unity_engine::quaternion::Quaternion) overload

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fn get_apply_root_motion(self) -> bool

get_applyRootMotion() overload

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

set_applyRootMotion(bool) overload

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fn get_linear_velocity_blending(self) -> bool

get_linearVelocityBlending() overload

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

set_linearVelocityBlending(bool) 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_update_mode(self) -> AnimatorUpdateMode

get_updateMode() overload

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fn set_update_mode(self, value: impl Into<AnimatorUpdateMode>)

set_updateMode(crate::unity_engine::animatorupdatemode::AnimatorUpdateMode) overload

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fn get_has_transform_hierarchy(self) -> bool

get_hasTransformHierarchy() overload

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fn get_allow_constant_clip_sampling_optimization(self) -> bool

get_allowConstantClipSamplingOptimization() overload

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

set_allowConstantClipSamplingOptimization(bool) overload

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fn get_gravity_weight(self) -> f32

get_gravityWeight() overload

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fn get_body_position(self) -> Vector3

get_bodyPosition() overload

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fn set_body_position(self, value: impl Into<Vector3>)

set_bodyPosition(crate::unity_engine::vector3::Vector3) overload

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fn get_body_position_internal(self) -> Vector3

get_bodyPositionInternal() overload

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fn set_body_position_internal(self, value: impl Into<Vector3>)

set_bodyPositionInternal(crate::unity_engine::vector3::Vector3) overload

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fn get_body_rotation(self) -> Quaternion

get_bodyRotation() overload

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fn set_body_rotation(self, value: impl Into<Quaternion>)

set_bodyRotation(crate::unity_engine::quaternion::Quaternion) overload

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fn get_body_rotation_internal(self) -> Quaternion

get_bodyRotationInternal() overload

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fn set_body_rotation_internal(self, value: impl Into<Quaternion>)

set_bodyRotationInternal(crate::unity_engine::quaternion::Quaternion) overload

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fn get_ik_position(self, goal: impl Into<AvatarIKGoal>) -> Vector3

GetIKPosition(crate::unity_engine::avatarikgoal::AvatarIKGoal) overload

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fn get_goal_position(self, goal: impl Into<AvatarIKGoal>) -> Vector3

GetGoalPosition(crate::unity_engine::avatarikgoal::AvatarIKGoal) overload

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fn set_ik_position( self, goal: impl Into<AvatarIKGoal>, goal_position: impl Into<Vector3>, )

SetIKPosition(crate::unity_engine::avatarikgoal::AvatarIKGoal, crate::unity_engine::vector3::Vector3) overload

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fn set_goal_position( self, goal: impl Into<AvatarIKGoal>, goal_position: impl Into<Vector3>, )

SetGoalPosition(crate::unity_engine::avatarikgoal::AvatarIKGoal, crate::unity_engine::vector3::Vector3) overload

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fn get_ik_rotation(self, goal: impl Into<AvatarIKGoal>) -> Quaternion

GetIKRotation(crate::unity_engine::avatarikgoal::AvatarIKGoal) overload

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fn get_goal_rotation(self, goal: impl Into<AvatarIKGoal>) -> Quaternion

GetGoalRotation(crate::unity_engine::avatarikgoal::AvatarIKGoal) overload

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fn set_ik_rotation( self, goal: impl Into<AvatarIKGoal>, goal_rotation: impl Into<Quaternion>, )

SetIKRotation(crate::unity_engine::avatarikgoal::AvatarIKGoal, crate::unity_engine::quaternion::Quaternion) overload

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fn set_goal_rotation( self, goal: impl Into<AvatarIKGoal>, goal_rotation: impl Into<Quaternion>, )

SetGoalRotation(crate::unity_engine::avatarikgoal::AvatarIKGoal, crate::unity_engine::quaternion::Quaternion) overload

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fn get_ik_position_weight(self, goal: impl Into<AvatarIKGoal>) -> f32

GetIKPositionWeight(crate::unity_engine::avatarikgoal::AvatarIKGoal) overload

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fn get_goal_weight_position(self, goal: impl Into<AvatarIKGoal>) -> f32

GetGoalWeightPosition(crate::unity_engine::avatarikgoal::AvatarIKGoal) overload

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fn set_ik_position_weight( self, goal: impl Into<AvatarIKGoal>, value: impl Into<f32>, )

SetIKPositionWeight(crate::unity_engine::avatarikgoal::AvatarIKGoal, f32) overload

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fn set_goal_weight_position( self, goal: impl Into<AvatarIKGoal>, value: impl Into<f32>, )

SetGoalWeightPosition(crate::unity_engine::avatarikgoal::AvatarIKGoal, f32) overload

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fn get_ik_rotation_weight(self, goal: impl Into<AvatarIKGoal>) -> f32

GetIKRotationWeight(crate::unity_engine::avatarikgoal::AvatarIKGoal) overload

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fn get_goal_weight_rotation(self, goal: impl Into<AvatarIKGoal>) -> f32

GetGoalWeightRotation(crate::unity_engine::avatarikgoal::AvatarIKGoal) overload

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fn set_ik_rotation_weight( self, goal: impl Into<AvatarIKGoal>, value: impl Into<f32>, )

SetIKRotationWeight(crate::unity_engine::avatarikgoal::AvatarIKGoal, f32) overload

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fn set_goal_weight_rotation( self, goal: impl Into<AvatarIKGoal>, value: impl Into<f32>, )

SetGoalWeightRotation(crate::unity_engine::avatarikgoal::AvatarIKGoal, f32) overload

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fn get_ik_hint_position(self, hint: impl Into<AvatarIKHint>) -> Vector3

GetIKHintPosition(crate::unity_engine::avatarikhint::AvatarIKHint) overload

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fn get_hint_position(self, hint: impl Into<AvatarIKHint>) -> Vector3

GetHintPosition(crate::unity_engine::avatarikhint::AvatarIKHint) overload

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fn set_ik_hint_position( self, hint: impl Into<AvatarIKHint>, hint_position: impl Into<Vector3>, )

SetIKHintPosition(crate::unity_engine::avatarikhint::AvatarIKHint, crate::unity_engine::vector3::Vector3) overload

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fn set_hint_position( self, hint: impl Into<AvatarIKHint>, hint_position: impl Into<Vector3>, )

SetHintPosition(crate::unity_engine::avatarikhint::AvatarIKHint, crate::unity_engine::vector3::Vector3) overload

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fn get_ik_hint_position_weight(self, hint: impl Into<AvatarIKHint>) -> f32

GetIKHintPositionWeight(crate::unity_engine::avatarikhint::AvatarIKHint) overload

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fn get_hint_weight_position(self, hint: impl Into<AvatarIKHint>) -> f32

GetHintWeightPosition(crate::unity_engine::avatarikhint::AvatarIKHint) overload

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fn set_ik_hint_position_weight( self, hint: impl Into<AvatarIKHint>, value: impl Into<f32>, )

SetIKHintPositionWeight(crate::unity_engine::avatarikhint::AvatarIKHint, f32) overload

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fn set_hint_weight_position( self, hint: impl Into<AvatarIKHint>, value: impl Into<f32>, )

SetHintWeightPosition(crate::unity_engine::avatarikhint::AvatarIKHint, f32) overload

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fn set_look_at_position(self, look_at_position: impl Into<Vector3>)

SetLookAtPosition(crate::unity_engine::vector3::Vector3) overload

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fn set_look_at_position_internal(self, look_at_position: impl Into<Vector3>)

SetLookAtPositionInternal(crate::unity_engine::vector3::Vector3) overload

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fn set_look_at_weight(self, weight: impl Into<f32>)

SetLookAtWeight(f32) overload

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fn set_look_at_weight_2( self, weight: impl Into<f32>, body_weight: impl Into<f32>, )

SetLookAtWeight(f32, f32) overload

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fn set_look_at_weight_3( self, weight: impl Into<f32>, body_weight: impl Into<f32>, head_weight: impl Into<f32>, )

SetLookAtWeight(f32, f32, f32) overload

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fn set_look_at_weight_4( self, weight: impl Into<f32>, body_weight: impl Into<f32>, head_weight: impl Into<f32>, eyes_weight: impl Into<f32>, )

SetLookAtWeight(f32, f32, f32, f32) overload

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fn set_look_at_weight_5( self, weight: impl Into<f32>, body_weight: impl Into<f32>, head_weight: impl Into<f32>, eyes_weight: impl Into<f32>, clamp_weight: impl Into<f32>, )

SetLookAtWeight(f32, f32, f32, f32, f32) overload

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fn set_look_at_weight_internal( self, weight: impl Into<f32>, body_weight: impl Into<f32>, head_weight: impl Into<f32>, eyes_weight: impl Into<f32>, clamp_weight: impl Into<f32>, )

SetLookAtWeightInternal(f32, f32, f32, f32, f32) overload

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fn set_bone_local_rotation( self, human_bone_id: impl Into<HumanBodyBones>, rotation: impl Into<Quaternion>, )

SetBoneLocalRotation(crate::unity_engine::humanbodybones::HumanBodyBones, crate::unity_engine::quaternion::Quaternion) overload

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fn set_bone_local_rotation_internal( self, human_bone_id: impl Into<i32>, rotation: impl Into<Quaternion>, )

SetBoneLocalRotationInternal(i32, crate::unity_engine::quaternion::Quaternion) overload

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fn get_behaviour(self, type: impl Into<SystemType>) -> ScriptableObject

GetBehaviour(::unity::SystemType) overload

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fn get_behaviour_2<M0: IlType + Copy + ClassIdentity>(self) -> M0

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fn get_behaviours<M0: IlType + Copy + ClassIdentity>(self) -> Array<M0>

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fn internal_get_behaviours( self, type: impl Into<SystemType>, ) -> Array<ScriptableObject>

InternalGetBehaviours(::unity::SystemType) overload

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fn get_behaviours_2( self, full_path_hash: impl Into<i32>, layer_index: impl Into<i32>, ) -> Array<StateMachineBehaviour>

GetBehaviours(i32, i32) overload

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fn internal_get_behaviours_by_key( self, full_path_hash: impl Into<i32>, layer_index: impl Into<i32>, type: impl Into<SystemType>, ) -> Array<ScriptableObject>

InternalGetBehavioursByKey(i32, i32, ::unity::SystemType) overload

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fn get_stabilize_feet(self) -> bool

get_stabilizeFeet() overload

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

set_stabilizeFeet(bool) overload

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fn get_layer_count(self) -> i32

get_layerCount() overload

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fn get_layer_name(self, layer_index: impl Into<i32>) -> Il2CppString

GetLayerName(i32) overload

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fn get_layer_index(self, layer_name: impl Into<Il2CppString>) -> i32

GetLayerIndex(::unity::Il2CppString) overload

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fn get_layer_weight(self, layer_index: impl Into<i32>) -> f32

GetLayerWeight(i32) overload

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fn set_layer_weight(self, layer_index: impl Into<i32>, weight: impl Into<f32>)

SetLayerWeight(i32, f32) overload

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fn get_animator_state_info( self, layer_index: impl Into<i32>, state_info_index: impl Into<StateInfoIndex>, ) -> AnimatorStateInfo

GetAnimatorStateInfo(i32, crate::unity_engine::stateinfoindex::StateInfoIndex, *mutcrate::unity_engine::animatorstateinfo::AnimatorStateInfo) overload

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fn get_current_animator_state_info( self, layer_index: impl Into<i32>, ) -> AnimatorStateInfo

GetCurrentAnimatorStateInfo(i32) overload

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fn get_next_animator_state_info( self, layer_index: impl Into<i32>, ) -> AnimatorStateInfo

GetNextAnimatorStateInfo(i32) overload

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fn get_animator_transition_info( self, layer_index: impl Into<i32>, ) -> AnimatorTransitionInfo

GetAnimatorTransitionInfo(i32, *mutcrate::unity_engine::animatortransitioninfo::AnimatorTransitionInfo) overload

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fn get_animator_transition_info_2( self, layer_index: impl Into<i32>, ) -> AnimatorTransitionInfo

GetAnimatorTransitionInfo(i32) overload

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fn get_animator_clip_info_count( self, layer_index: impl Into<i32>, current: impl Into<bool>, ) -> i32

GetAnimatorClipInfoCount(i32, bool) overload

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fn get_current_animator_clip_info_count( self, layer_index: impl Into<i32>, ) -> i32

GetCurrentAnimatorClipInfoCount(i32) overload

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fn get_next_animator_clip_info_count(self, layer_index: impl Into<i32>) -> i32

GetNextAnimatorClipInfoCount(i32) overload

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fn get_current_animator_clip_info( self, layer_index: impl Into<i32>, ) -> Array<AnimatorClipInfo>

GetCurrentAnimatorClipInfo(i32) overload

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fn get_next_animator_clip_info( self, layer_index: impl Into<i32>, ) -> Array<AnimatorClipInfo>

GetNextAnimatorClipInfo(i32) overload

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fn get_current_animator_clip_info_2( self, layer_index: impl Into<i32>, clips: impl Into<List_1<AnimatorClipInfo>>, )

GetCurrentAnimatorClipInfo(i32, crate::system::collections::generic::list_1::List_1<crate::unity_engine::animatorclipinfo::AnimatorClipInfo>) overload

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fn get_animator_clip_info_internal( self, layer_index: impl Into<i32>, is_current: impl Into<bool>, clips: impl Into<Object>, )

GetAnimatorClipInfoInternal(i32, bool, crate::system::object::Object) overload

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fn get_next_animator_clip_info_2( self, layer_index: impl Into<i32>, clips: impl Into<List_1<AnimatorClipInfo>>, )

GetNextAnimatorClipInfo(i32, crate::system::collections::generic::list_1::List_1<crate::unity_engine::animatorclipinfo::AnimatorClipInfo>) overload

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fn is_in_transition(self, layer_index: impl Into<i32>) -> bool

IsInTransition(i32) overload

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fn get_parameters(self) -> Array<AnimatorControllerParameter>

get_parameters() overload

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fn get_parameter_count(self) -> i32

get_parameterCount() overload

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fn get_parameter(self, index: impl Into<i32>) -> AnimatorControllerParameter

GetParameter(i32) overload

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fn get_feet_pivot_active(self) -> f32

get_feetPivotActive() overload

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fn set_feet_pivot_active(self, value: impl Into<f32>)

set_feetPivotActive(f32) overload

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fn get_pivot_weight(self) -> f32

get_pivotWeight() overload

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fn get_pivot_position(self) -> Vector3

get_pivotPosition() overload

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fn match_target( self, match_position: impl Into<Vector3>, match_rotation: impl Into<Quaternion>, target_body_part: impl Into<i32>, weight_mask: impl Into<MatchTargetWeightMask>, start_normalized_time: impl Into<f32>, target_normalized_time: impl Into<f32>, complete_match: impl Into<bool>, )

MatchTarget(crate::unity_engine::vector3::Vector3, crate::unity_engine::quaternion::Quaternion, i32, crate::unity_engine::matchtargetweightmask::MatchTargetWeightMask, f32, f32, bool) overload

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fn match_target_2( self, match_position: impl Into<Vector3>, match_rotation: impl Into<Quaternion>, target_body_part: impl Into<AvatarTarget>, weight_mask: impl Into<MatchTargetWeightMask>, start_normalized_time: impl Into<f32>, )

MatchTarget(crate::unity_engine::vector3::Vector3, crate::unity_engine::quaternion::Quaternion, crate::unity_engine::avatartarget::AvatarTarget, crate::unity_engine::matchtargetweightmask::MatchTargetWeightMask, f32) overload

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fn match_target_3( self, match_position: impl Into<Vector3>, match_rotation: impl Into<Quaternion>, target_body_part: impl Into<AvatarTarget>, weight_mask: impl Into<MatchTargetWeightMask>, start_normalized_time: impl Into<f32>, target_normalized_time: impl Into<f32>, )

MatchTarget(crate::unity_engine::vector3::Vector3, crate::unity_engine::quaternion::Quaternion, crate::unity_engine::avatartarget::AvatarTarget, crate::unity_engine::matchtargetweightmask::MatchTargetWeightMask, f32, f32) overload

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fn match_target_4( self, match_position: impl Into<Vector3>, match_rotation: impl Into<Quaternion>, target_body_part: impl Into<AvatarTarget>, weight_mask: impl Into<MatchTargetWeightMask>, start_normalized_time: impl Into<f32>, target_normalized_time: impl Into<f32>, complete_match: impl Into<bool>, )

MatchTarget(crate::unity_engine::vector3::Vector3, crate::unity_engine::quaternion::Quaternion, crate::unity_engine::avatartarget::AvatarTarget, crate::unity_engine::matchtargetweightmask::MatchTargetWeightMask, f32, f32, bool) overload

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fn interrupt_match_target(self)

InterruptMatchTarget() overload

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fn interrupt_match_target_2(self, complete_match: impl Into<bool>)

InterruptMatchTarget(bool) overload

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fn get_is_matching_target(self) -> bool

get_isMatchingTarget() overload

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fn get_speed(self) -> f32

get_speed() overload

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fn set_speed(self, value: impl Into<f32>)

set_speed(f32) overload

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fn force_state_normalized_time(self, normalized_time: impl Into<f32>)

ForceStateNormalizedTime(f32) overload

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fn cross_fade_in_fixed_time( self, state_name: impl Into<Il2CppString>, fixed_transition_duration: impl Into<f32>, )

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

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fn cross_fade_in_fixed_time_2( self, state_name: impl Into<Il2CppString>, fixed_transition_duration: impl Into<f32>, layer: impl Into<i32>, )

CrossFadeInFixedTime(::unity::Il2CppString, f32, i32) overload

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fn cross_fade_in_fixed_time_3( self, state_name: impl Into<Il2CppString>, fixed_transition_duration: impl Into<f32>, layer: impl Into<i32>, fixed_time_offset: impl Into<f32>, )

CrossFadeInFixedTime(::unity::Il2CppString, f32, i32, f32) overload

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fn cross_fade_in_fixed_time_4( self, state_name: impl Into<Il2CppString>, fixed_transition_duration: impl Into<f32>, layer: impl Into<i32>, fixed_time_offset: impl Into<f32>, normalized_transition_time: impl Into<f32>, )

CrossFadeInFixedTime(::unity::Il2CppString, f32, i32, f32, f32) overload

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fn cross_fade_in_fixed_time_5( self, state_hash_name: impl Into<i32>, fixed_transition_duration: impl Into<f32>, layer: impl Into<i32>, fixed_time_offset: impl Into<f32>, )

CrossFadeInFixedTime(i32, f32, i32, f32) overload

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fn cross_fade_in_fixed_time_6( self, state_hash_name: impl Into<i32>, fixed_transition_duration: impl Into<f32>, layer: impl Into<i32>, )

CrossFadeInFixedTime(i32, f32, i32) overload

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fn cross_fade_in_fixed_time_7( self, state_hash_name: impl Into<i32>, fixed_transition_duration: impl Into<f32>, )

CrossFadeInFixedTime(i32, f32) overload

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fn cross_fade_in_fixed_time_8( self, state_hash_name: impl Into<i32>, fixed_transition_duration: impl Into<f32>, layer: impl Into<i32>, fixed_time_offset: impl Into<f32>, normalized_transition_time: impl Into<f32>, )

CrossFadeInFixedTime(i32, f32, i32, f32, f32) overload

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fn write_default_values(self)

WriteDefaultValues() overload

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fn cross_fade( self, state_name: impl Into<Il2CppString>, normalized_transition_duration: impl Into<f32>, layer: impl Into<i32>, normalized_time_offset: impl Into<f32>, )

CrossFade(::unity::Il2CppString, f32, i32, f32) overload

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fn cross_fade_2( self, state_name: impl Into<Il2CppString>, normalized_transition_duration: impl Into<f32>, layer: impl Into<i32>, )

CrossFade(::unity::Il2CppString, f32, i32) overload

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fn cross_fade_3( self, state_name: impl Into<Il2CppString>, normalized_transition_duration: impl Into<f32>, )

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

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fn cross_fade_4( self, state_name: impl Into<Il2CppString>, normalized_transition_duration: impl Into<f32>, layer: impl Into<i32>, normalized_time_offset: impl Into<f32>, normalized_transition_time: impl Into<f32>, )

CrossFade(::unity::Il2CppString, f32, i32, f32, f32) overload

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fn cross_fade_5( self, state_hash_name: impl Into<i32>, normalized_transition_duration: impl Into<f32>, layer: impl Into<i32>, normalized_time_offset: impl Into<f32>, normalized_transition_time: impl Into<f32>, )

CrossFade(i32, f32, i32, f32, f32) overload

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fn cross_fade_6( self, state_hash_name: impl Into<i32>, normalized_transition_duration: impl Into<f32>, layer: impl Into<i32>, normalized_time_offset: impl Into<f32>, )

CrossFade(i32, f32, i32, f32) overload

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fn cross_fade_7( self, state_hash_name: impl Into<i32>, normalized_transition_duration: impl Into<f32>, layer: impl Into<i32>, )

CrossFade(i32, f32, i32) overload

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fn cross_fade_8( self, state_hash_name: impl Into<i32>, normalized_transition_duration: impl Into<f32>, )

CrossFade(i32, f32) overload

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fn play_in_fixed_time( self, state_name: impl Into<Il2CppString>, layer: impl Into<i32>, )

PlayInFixedTime(::unity::Il2CppString, i32) overload

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fn play_in_fixed_time_2(self, state_name: impl Into<Il2CppString>)

PlayInFixedTime(::unity::Il2CppString) overload

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fn play_in_fixed_time_3( self, state_name: impl Into<Il2CppString>, layer: impl Into<i32>, fixed_time: impl Into<f32>, )

PlayInFixedTime(::unity::Il2CppString, i32, f32) overload

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fn play_in_fixed_time_4( self, state_name_hash: impl Into<i32>, layer: impl Into<i32>, fixed_time: impl Into<f32>, )

PlayInFixedTime(i32, i32, f32) overload

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fn play_in_fixed_time_5( self, state_name_hash: impl Into<i32>, layer: impl Into<i32>, )

PlayInFixedTime(i32, i32) overload

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fn play_in_fixed_time_6(self, state_name_hash: impl Into<i32>)

PlayInFixedTime(i32) overload

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fn play(self, state_name: impl Into<Il2CppString>, layer: impl Into<i32>)

Play(::unity::Il2CppString, i32) overload

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fn play_2(self, state_name: impl Into<Il2CppString>)

Play(::unity::Il2CppString) overload

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fn play_3( self, state_name: impl Into<Il2CppString>, layer: impl Into<i32>, normalized_time: impl Into<f32>, )

Play(::unity::Il2CppString, i32, f32) overload

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fn play_4( self, state_name_hash: impl Into<i32>, layer: impl Into<i32>, normalized_time: impl Into<f32>, )

Play(i32, i32, f32) overload

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fn play_5(self, state_name_hash: impl Into<i32>, layer: impl Into<i32>)

Play(i32, i32) overload

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fn play_6(self, state_name_hash: impl Into<i32>)

Play(i32) overload

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fn set_target( self, target_index: impl Into<AvatarTarget>, target_normalized_time: impl Into<f32>, )

SetTarget(crate::unity_engine::avatartarget::AvatarTarget, f32) overload

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fn get_target_position(self) -> Vector3

get_targetPosition() overload

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fn get_target_rotation(self) -> Quaternion

get_targetRotation() overload

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fn is_controlled(self, transform: impl Into<Transform>) -> bool

IsControlled(crate::unity_engine::transform::Transform) overload

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fn is_bone_transform(self, transform: impl Into<Transform>) -> bool

IsBoneTransform(crate::unity_engine::transform::Transform) overload

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fn get_avatar_root(self) -> Transform

get_avatarRoot() overload

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fn get_bone_transform( self, human_bone_id: impl Into<HumanBodyBones>, ) -> Transform

GetBoneTransform(crate::unity_engine::humanbodybones::HumanBodyBones) overload

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fn get_bone_transform_internal(self, human_bone_id: impl Into<i32>) -> Transform

GetBoneTransformInternal(i32) overload

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fn get_culling_mode(self) -> AnimatorCullingMode

get_cullingMode() overload

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fn set_culling_mode(self, value: impl Into<AnimatorCullingMode>)

set_cullingMode(crate::unity_engine::animatorcullingmode::AnimatorCullingMode) overload

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fn start_playback(self)

StartPlayback() overload

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fn stop_playback(self)

StopPlayback() overload

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fn get_playback_time(self) -> f32

get_playbackTime() overload

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fn set_playback_time(self, value: impl Into<f32>)

set_playbackTime(f32) overload

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fn start_recording(self, frame_count: impl Into<i32>)

StartRecording(i32) overload

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fn stop_recording(self)

StopRecording() overload

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fn get_recorder_start_time(self) -> f32

get_recorderStartTime() overload

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fn set_recorder_start_time(self, value: impl Into<f32>)

set_recorderStartTime(f32) overload

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fn get_recorder_stop_time(self) -> f32

get_recorderStopTime() overload

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fn set_recorder_stop_time(self, value: impl Into<f32>)

set_recorderStopTime(f32) overload

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fn get_recorder_mode(self) -> AnimatorRecorderMode

get_recorderMode() overload

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fn get_runtime_animator_controller(self) -> RuntimeAnimatorController

get_runtimeAnimatorController() overload

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fn set_runtime_animator_controller( self, value: impl Into<RuntimeAnimatorController>, )

set_runtimeAnimatorController(crate::unity_engine::runtimeanimatorcontroller::RuntimeAnimatorController) overload

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fn get_has_bound_playables(self) -> bool

get_hasBoundPlayables() overload

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fn clear_internal_controller_playable(self)

ClearInternalControllerPlayable() overload

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fn has_state( self, layer_index: impl Into<i32>, state_id: impl Into<i32>, ) -> bool

HasState(i32, i32) overload

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fn get_avatar(self) -> Avatar

get_avatar() overload

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fn set_avatar(self, value: impl Into<Avatar>)

set_avatar(crate::unity_engine::avatar::Avatar) overload

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fn get_stats(self) -> Il2CppString

GetStats() overload

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fn get_playable_graph(self) -> PlayableGraph

get_playableGraph() overload

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fn get_current_graph(self) -> PlayableGraph

GetCurrentGraph(*mutcrate::unity_engine::playables::playablegraph::PlayableGraph) overload

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fn check_if_in_ik_pass(self)

CheckIfInIKPass() overload

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fn is_in_ik_pass(self) -> bool

IsInIKPass() overload

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fn set_float_string(self, name: impl Into<Il2CppString>, value: impl Into<f32>)

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

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fn set_float_id(self, id: impl Into<i32>, value: impl Into<f32>)

SetFloatID(i32, f32) overload

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fn get_float_string(self, name: impl Into<Il2CppString>) -> f32

GetFloatString(::unity::Il2CppString) overload

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fn get_float_id(self, id: impl Into<i32>) -> f32

GetFloatID(i32) overload

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fn set_bool_string(self, name: impl Into<Il2CppString>, value: impl Into<bool>)

SetBoolString(::unity::Il2CppString, bool) overload

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fn set_bool_id(self, id: impl Into<i32>, value: impl Into<bool>)

SetBoolID(i32, bool) overload

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

GetBoolString(::unity::Il2CppString) overload

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fn get_bool_id(self, id: impl Into<i32>) -> bool

GetBoolID(i32) overload

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fn set_integer_string( self, name: impl Into<Il2CppString>, value: impl Into<i32>, )

SetIntegerString(::unity::Il2CppString, i32) overload

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fn set_integer_id(self, id: impl Into<i32>, value: impl Into<i32>)

SetIntegerID(i32, i32) overload

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fn get_integer_string(self, name: impl Into<Il2CppString>) -> i32

GetIntegerString(::unity::Il2CppString) overload

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fn get_integer_id(self, id: impl Into<i32>) -> i32

GetIntegerID(i32) overload

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

SetTriggerString(::unity::Il2CppString) overload

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fn set_trigger_id(self, id: impl Into<i32>)

SetTriggerID(i32) overload

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

ResetTriggerString(::unity::Il2CppString) overload

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fn reset_trigger_id(self, id: impl Into<i32>)

ResetTriggerID(i32) overload

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

IsParameterControlledByCurveString(::unity::Il2CppString) overload

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fn is_parameter_controlled_by_curve_id(self, id: impl Into<i32>) -> bool

IsParameterControlledByCurveID(i32) overload

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fn set_float_string_damp( self, name: impl Into<Il2CppString>, value: impl Into<f32>, damp_time: impl Into<f32>, delta_time: impl Into<f32>, )

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

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fn set_float_id_damp( self, id: impl Into<i32>, value: impl Into<f32>, damp_time: impl Into<f32>, delta_time: impl Into<f32>, )

SetFloatIDDamp(i32, f32, f32, f32) overload

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fn get_layers_affect_mass_center(self) -> bool

get_layersAffectMassCenter() overload

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

set_layersAffectMassCenter(bool) overload

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fn get_left_feet_bottom_height(self) -> f32

get_leftFeetBottomHeight() overload

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fn get_right_feet_bottom_height(self) -> f32

get_rightFeetBottomHeight() overload

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fn get_supports_on_animator_move(self) -> bool

get_supportsOnAnimatorMove() overload

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fn on_update_mode_changed(self)

OnUpdateModeChanged() overload

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fn on_culling_mode_changed(self)

OnCullingModeChanged() overload

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fn write_default_pose(self)

WriteDefaultPose() overload

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fn update(self, delta_time: impl Into<f32>)

Update(f32) overload

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fn rebind(self)

Rebind() overload

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fn rebind_2(self, write_default_values: impl Into<bool>)

Rebind(bool) overload

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fn apply_builtin_root_motion(self)

ApplyBuiltinRootMotion() overload

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fn evaluate_controller(self)

EvaluateController() overload

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fn evaluate_controller_2(self, delta_time: impl Into<f32>)

EvaluateController(f32) overload

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fn get_current_state_name(self, layer_index: impl Into<i32>) -> Il2CppString

GetCurrentStateName(i32) overload

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fn get_next_state_name(self, layer_index: impl Into<i32>) -> Il2CppString

GetNextStateName(i32) overload

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fn get_animator_state_name( self, layer_index: impl Into<i32>, current: impl Into<bool>, ) -> Il2CppString

GetAnimatorStateName(i32, bool) overload

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fn resolve_hash(self, hash: impl Into<i32>) -> Il2CppString

ResolveHash(i32) overload

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fn get_log_warnings(self) -> bool

get_logWarnings() overload

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

set_logWarnings(bool) overload

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fn get_fire_events(self) -> bool

get_fireEvents() overload

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

set_fireEvents(bool) overload

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fn get_keep_animator_controller_state_on_disable(self) -> bool

get_keepAnimatorControllerStateOnDisable() overload

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

set_keepAnimatorControllerStateOnDisable(bool) overload

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fn get_vector(self, name: impl Into<Il2CppString>) -> Vector3

GetVector(::unity::Il2CppString) overload

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fn get_vector_2(self, id: impl Into<i32>) -> Vector3

GetVector(i32) overload

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fn set_vector(self, name: impl Into<Il2CppString>, value: impl Into<Vector3>)

SetVector(::unity::Il2CppString, crate::unity_engine::vector3::Vector3) overload

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fn set_vector_2(self, id: impl Into<i32>, value: impl Into<Vector3>)

SetVector(i32, crate::unity_engine::vector3::Vector3) overload

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fn get_quaternion(self, name: impl Into<Il2CppString>) -> Quaternion

GetQuaternion(::unity::Il2CppString) overload

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fn get_quaternion_2(self, id: impl Into<i32>) -> Quaternion

GetQuaternion(i32) overload

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fn set_quaternion( self, name: impl Into<Il2CppString>, value: impl Into<Quaternion>, )

SetQuaternion(::unity::Il2CppString, crate::unity_engine::quaternion::Quaternion) overload

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fn set_quaternion_2(self, id: impl Into<i32>, value: impl Into<Quaternion>)

SetQuaternion(i32, crate::unity_engine::quaternion::Quaternion) overload

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fn ctor(self)

.ctor() overload

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fn get_delta_position_injected(self) -> Vector3

get_deltaPosition_Injected(*mutcrate::unity_engine::vector3::Vector3) overload

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fn get_delta_rotation_injected(self) -> Quaternion

get_deltaRotation_Injected(*mutcrate::unity_engine::quaternion::Quaternion) overload

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fn get_velocity_injected(self) -> Vector3

get_velocity_Injected(*mutcrate::unity_engine::vector3::Vector3) overload

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fn get_angular_velocity_injected(self) -> Vector3

get_angularVelocity_Injected(*mutcrate::unity_engine::vector3::Vector3) overload

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fn get_root_position_injected(self) -> Vector3

get_rootPosition_Injected(*mutcrate::unity_engine::vector3::Vector3) overload

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fn set_root_position_injected(self) -> Vector3

set_rootPosition_Injected(*mutcrate::unity_engine::vector3::Vector3) overload

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fn get_root_rotation_injected(self) -> Quaternion

get_rootRotation_Injected(*mutcrate::unity_engine::quaternion::Quaternion) overload

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fn set_root_rotation_injected(self) -> Quaternion

set_rootRotation_Injected(*mutcrate::unity_engine::quaternion::Quaternion) overload

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fn get_body_position_internal_injected(self) -> Vector3

get_bodyPositionInternal_Injected(*mutcrate::unity_engine::vector3::Vector3) overload

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fn set_body_position_internal_injected(self) -> Vector3

set_bodyPositionInternal_Injected(*mutcrate::unity_engine::vector3::Vector3) overload

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fn get_body_rotation_internal_injected(self) -> Quaternion

get_bodyRotationInternal_Injected(*mutcrate::unity_engine::quaternion::Quaternion) overload

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fn set_body_rotation_internal_injected(self) -> Quaternion

set_bodyRotationInternal_Injected(*mutcrate::unity_engine::quaternion::Quaternion) overload

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fn get_goal_position_injected(self, goal: impl Into<AvatarIKGoal>) -> Vector3

GetGoalPosition_Injected(crate::unity_engine::avatarikgoal::AvatarIKGoal, *mutcrate::unity_engine::vector3::Vector3) overload

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fn set_goal_position_injected(self, goal: impl Into<AvatarIKGoal>) -> Vector3

SetGoalPosition_Injected(crate::unity_engine::avatarikgoal::AvatarIKGoal, *mutcrate::unity_engine::vector3::Vector3) overload

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fn get_goal_rotation_injected(self, goal: impl Into<AvatarIKGoal>) -> Quaternion

GetGoalRotation_Injected(crate::unity_engine::avatarikgoal::AvatarIKGoal, *mutcrate::unity_engine::quaternion::Quaternion) overload

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fn set_goal_rotation_injected(self, goal: impl Into<AvatarIKGoal>) -> Quaternion

SetGoalRotation_Injected(crate::unity_engine::avatarikgoal::AvatarIKGoal, *mutcrate::unity_engine::quaternion::Quaternion) overload

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fn get_hint_position_injected(self, hint: impl Into<AvatarIKHint>) -> Vector3

GetHintPosition_Injected(crate::unity_engine::avatarikhint::AvatarIKHint, *mutcrate::unity_engine::vector3::Vector3) overload

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fn set_hint_position_injected(self, hint: impl Into<AvatarIKHint>) -> Vector3

SetHintPosition_Injected(crate::unity_engine::avatarikhint::AvatarIKHint, *mutcrate::unity_engine::vector3::Vector3) overload

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fn set_look_at_position_internal_injected(self) -> Vector3

SetLookAtPositionInternal_Injected(*mutcrate::unity_engine::vector3::Vector3) overload

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fn set_bone_local_rotation_internal_injected( self, human_bone_id: impl Into<i32>, ) -> Quaternion

SetBoneLocalRotationInternal_Injected(i32, *mutcrate::unity_engine::quaternion::Quaternion) overload

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fn get_pivot_position_injected(self) -> Vector3

get_pivotPosition_Injected(*mutcrate::unity_engine::vector3::Vector3) overload

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fn match_target_injected( self, target_body_part: impl Into<i32>, start_normalized_time: impl Into<f32>, target_normalized_time: impl Into<f32>, complete_match: impl Into<bool>, ) -> (Vector3, Quaternion, MatchTargetWeightMask)

MatchTarget_Injected(*mutcrate::unity_engine::vector3::Vector3, *mutcrate::unity_engine::quaternion::Quaternion, i32, *mutcrate::unity_engine::matchtargetweightmask::MatchTargetWeightMask, f32, f32, bool) overload

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fn get_target_position_injected(self) -> Vector3

get_targetPosition_Injected(*mutcrate::unity_engine::vector3::Vector3) overload

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fn get_target_rotation_injected(self) -> Quaternion

get_targetRotation_Injected(*mutcrate::unity_engine::quaternion::Quaternion) 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§

Source§

impl<__T: IAnimator> IAnimatorMethods for __T

Available on crate feature unity_engine-animator only.