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§
Sourcefn get_is_optimizable(self) -> bool
fn get_is_optimizable(self) -> bool
get_isOptimizable() overload
Sourcefn get_is_human(self) -> bool
fn get_is_human(self) -> bool
get_isHuman() overload
Sourcefn get_has_root_motion(self) -> bool
fn get_has_root_motion(self) -> bool
get_hasRootMotion() overload
Sourcefn get_is_root_position_or_rotation_controlled_by_curves(self) -> bool
fn get_is_root_position_or_rotation_controlled_by_curves(self) -> bool
get_isRootPositionOrRotationControlledByCurves() overload
Sourcefn get_human_scale(self) -> f32
fn get_human_scale(self) -> f32
get_humanScale() overload
Sourcefn get_is_initialized(self) -> bool
fn get_is_initialized(self) -> bool
get_isInitialized() overload
Sourcefn get_float(self, name: impl Into<Il2CppString>) -> f32
fn get_float(self, name: impl Into<Il2CppString>) -> f32
GetFloat(::unity::Il2CppString) overload
Sourcefn get_float_2(self, id: impl Into<i32>) -> f32
fn get_float_2(self, id: impl Into<i32>) -> f32
GetFloat(i32) overload
Sourcefn set_float(self, name: impl Into<Il2CppString>, value: impl Into<f32>)
fn set_float(self, name: impl Into<Il2CppString>, value: impl Into<f32>)
SetFloat(::unity::Il2CppString, f32) overload
Sourcefn 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_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
Sourcefn set_float_3(self, id: impl Into<i32>, value: impl Into<f32>)
fn set_float_3(self, id: impl Into<i32>, value: impl Into<f32>)
SetFloat(i32, f32) overload
Sourcefn set_float_4(
self,
id: impl Into<i32>,
value: impl Into<f32>,
damp_time: impl Into<f32>,
delta_time: 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>, )
SetFloat(i32, f32, f32, f32) overload
Sourcefn get_bool(self, name: impl Into<Il2CppString>) -> bool
fn get_bool(self, name: impl Into<Il2CppString>) -> bool
GetBool(::unity::Il2CppString) overload
Sourcefn get_bool_2(self, id: impl Into<i32>) -> bool
fn get_bool_2(self, id: impl Into<i32>) -> bool
GetBool(i32) overload
Sourcefn set_bool(self, name: impl Into<Il2CppString>, value: impl Into<bool>)
fn set_bool(self, name: impl Into<Il2CppString>, value: impl Into<bool>)
SetBool(::unity::Il2CppString, bool) overload
Sourcefn set_bool_2(self, id: impl Into<i32>, value: impl Into<bool>)
fn set_bool_2(self, id: impl Into<i32>, value: impl Into<bool>)
SetBool(i32, bool) overload
Sourcefn get_integer(self, name: impl Into<Il2CppString>) -> i32
fn get_integer(self, name: impl Into<Il2CppString>) -> i32
GetInteger(::unity::Il2CppString) overload
Sourcefn get_integer_2(self, id: impl Into<i32>) -> i32
fn get_integer_2(self, id: impl Into<i32>) -> i32
GetInteger(i32) overload
Sourcefn set_integer(self, name: impl Into<Il2CppString>, value: impl Into<i32>)
fn set_integer(self, name: impl Into<Il2CppString>, value: impl Into<i32>)
SetInteger(::unity::Il2CppString, i32) overload
Sourcefn set_integer_2(self, id: impl Into<i32>, value: impl Into<i32>)
fn set_integer_2(self, id: impl Into<i32>, value: impl Into<i32>)
SetInteger(i32, i32) overload
Sourcefn set_trigger(self, name: impl Into<Il2CppString>)
fn set_trigger(self, name: impl Into<Il2CppString>)
SetTrigger(::unity::Il2CppString) overload
Sourcefn set_trigger_2(self, id: impl Into<i32>)
fn set_trigger_2(self, id: impl Into<i32>)
SetTrigger(i32) overload
Sourcefn reset_trigger(self, name: impl Into<Il2CppString>)
fn reset_trigger(self, name: impl Into<Il2CppString>)
ResetTrigger(::unity::Il2CppString) overload
Sourcefn reset_trigger_2(self, id: impl Into<i32>)
fn reset_trigger_2(self, id: impl Into<i32>)
ResetTrigger(i32) overload
Sourcefn is_parameter_controlled_by_curve(self, name: impl Into<Il2CppString>) -> bool
fn is_parameter_controlled_by_curve(self, name: impl Into<Il2CppString>) -> bool
IsParameterControlledByCurve(::unity::Il2CppString) overload
Sourcefn is_parameter_controlled_by_curve_2(self, id: impl Into<i32>) -> bool
fn is_parameter_controlled_by_curve_2(self, id: impl Into<i32>) -> bool
IsParameterControlledByCurve(i32) overload
Sourcefn get_delta_position(self) -> Vector3
fn get_delta_position(self) -> Vector3
get_deltaPosition() overload
Sourcefn get_delta_rotation(self) -> Quaternion
fn get_delta_rotation(self) -> Quaternion
get_deltaRotation() overload
Sourcefn get_velocity(self) -> Vector3
fn get_velocity(self) -> Vector3
get_velocity() overload
Sourcefn get_angular_velocity(self) -> Vector3
fn get_angular_velocity(self) -> Vector3
get_angularVelocity() overload
Sourcefn get_root_position(self) -> Vector3
fn get_root_position(self) -> Vector3
get_rootPosition() overload
Sourcefn set_root_position(self, value: impl Into<Vector3>)
fn set_root_position(self, value: impl Into<Vector3>)
set_rootPosition(crate::unity_engine::vector3::Vector3) overload
Sourcefn get_root_rotation(self) -> Quaternion
fn get_root_rotation(self) -> Quaternion
get_rootRotation() overload
Sourcefn set_root_rotation(self, value: impl Into<Quaternion>)
fn set_root_rotation(self, value: impl Into<Quaternion>)
set_rootRotation(crate::unity_engine::quaternion::Quaternion) overload
Sourcefn get_apply_root_motion(self) -> bool
fn get_apply_root_motion(self) -> bool
get_applyRootMotion() overload
Sourcefn set_apply_root_motion(self, value: impl Into<bool>)
fn set_apply_root_motion(self, value: impl Into<bool>)
set_applyRootMotion(bool) overload
Sourcefn get_linear_velocity_blending(self) -> bool
fn get_linear_velocity_blending(self) -> bool
get_linearVelocityBlending() overload
Sourcefn set_linear_velocity_blending(self, value: impl Into<bool>)
fn set_linear_velocity_blending(self, value: impl Into<bool>)
set_linearVelocityBlending(bool) 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_update_mode(self) -> AnimatorUpdateMode
fn get_update_mode(self) -> AnimatorUpdateMode
get_updateMode() overload
Sourcefn set_update_mode(self, value: impl Into<AnimatorUpdateMode>)
fn set_update_mode(self, value: impl Into<AnimatorUpdateMode>)
set_updateMode(crate::unity_engine::animatorupdatemode::AnimatorUpdateMode) overload
Sourcefn get_has_transform_hierarchy(self) -> bool
fn get_has_transform_hierarchy(self) -> bool
get_hasTransformHierarchy() overload
Sourcefn get_allow_constant_clip_sampling_optimization(self) -> bool
fn get_allow_constant_clip_sampling_optimization(self) -> bool
get_allowConstantClipSamplingOptimization() overload
Sourcefn set_allow_constant_clip_sampling_optimization(self, value: impl Into<bool>)
fn set_allow_constant_clip_sampling_optimization(self, value: impl Into<bool>)
set_allowConstantClipSamplingOptimization(bool) overload
Sourcefn get_gravity_weight(self) -> f32
fn get_gravity_weight(self) -> f32
get_gravityWeight() overload
Sourcefn get_body_position(self) -> Vector3
fn get_body_position(self) -> Vector3
get_bodyPosition() overload
Sourcefn set_body_position(self, value: impl Into<Vector3>)
fn set_body_position(self, value: impl Into<Vector3>)
set_bodyPosition(crate::unity_engine::vector3::Vector3) overload
Sourcefn get_body_position_internal(self) -> Vector3
fn get_body_position_internal(self) -> Vector3
get_bodyPositionInternal() overload
Sourcefn set_body_position_internal(self, value: impl Into<Vector3>)
fn set_body_position_internal(self, value: impl Into<Vector3>)
set_bodyPositionInternal(crate::unity_engine::vector3::Vector3) overload
Sourcefn get_body_rotation(self) -> Quaternion
fn get_body_rotation(self) -> Quaternion
get_bodyRotation() overload
Sourcefn set_body_rotation(self, value: impl Into<Quaternion>)
fn set_body_rotation(self, value: impl Into<Quaternion>)
set_bodyRotation(crate::unity_engine::quaternion::Quaternion) overload
Sourcefn get_body_rotation_internal(self) -> Quaternion
fn get_body_rotation_internal(self) -> Quaternion
get_bodyRotationInternal() overload
Sourcefn set_body_rotation_internal(self, value: impl Into<Quaternion>)
fn set_body_rotation_internal(self, value: impl Into<Quaternion>)
set_bodyRotationInternal(crate::unity_engine::quaternion::Quaternion) overload
Sourcefn get_ik_position(self, goal: impl Into<AvatarIKGoal>) -> Vector3
fn get_ik_position(self, goal: impl Into<AvatarIKGoal>) -> Vector3
GetIKPosition(crate::unity_engine::avatarikgoal::AvatarIKGoal) overload
Sourcefn get_goal_position(self, goal: impl Into<AvatarIKGoal>) -> Vector3
fn get_goal_position(self, goal: impl Into<AvatarIKGoal>) -> Vector3
GetGoalPosition(crate::unity_engine::avatarikgoal::AvatarIKGoal) overload
Sourcefn set_ik_position(
self,
goal: impl Into<AvatarIKGoal>,
goal_position: impl Into<Vector3>,
)
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
Sourcefn set_goal_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>, )
SetGoalPosition(crate::unity_engine::avatarikgoal::AvatarIKGoal, crate::unity_engine::vector3::Vector3) overload
Sourcefn get_ik_rotation(self, goal: impl Into<AvatarIKGoal>) -> Quaternion
fn get_ik_rotation(self, goal: impl Into<AvatarIKGoal>) -> Quaternion
GetIKRotation(crate::unity_engine::avatarikgoal::AvatarIKGoal) overload
Sourcefn get_goal_rotation(self, goal: impl Into<AvatarIKGoal>) -> Quaternion
fn get_goal_rotation(self, goal: impl Into<AvatarIKGoal>) -> Quaternion
GetGoalRotation(crate::unity_engine::avatarikgoal::AvatarIKGoal) overload
Sourcefn set_ik_rotation(
self,
goal: impl Into<AvatarIKGoal>,
goal_rotation: impl Into<Quaternion>,
)
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
Sourcefn set_goal_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>, )
SetGoalRotation(crate::unity_engine::avatarikgoal::AvatarIKGoal, crate::unity_engine::quaternion::Quaternion) overload
Sourcefn get_ik_position_weight(self, goal: impl Into<AvatarIKGoal>) -> f32
fn get_ik_position_weight(self, goal: impl Into<AvatarIKGoal>) -> f32
GetIKPositionWeight(crate::unity_engine::avatarikgoal::AvatarIKGoal) overload
Sourcefn get_goal_weight_position(self, goal: impl Into<AvatarIKGoal>) -> f32
fn get_goal_weight_position(self, goal: impl Into<AvatarIKGoal>) -> f32
GetGoalWeightPosition(crate::unity_engine::avatarikgoal::AvatarIKGoal) overload
Sourcefn set_ik_position_weight(
self,
goal: impl Into<AvatarIKGoal>,
value: impl Into<f32>,
)
fn set_ik_position_weight( self, goal: impl Into<AvatarIKGoal>, value: impl Into<f32>, )
SetIKPositionWeight(crate::unity_engine::avatarikgoal::AvatarIKGoal, f32) overload
Sourcefn set_goal_weight_position(
self,
goal: impl Into<AvatarIKGoal>,
value: impl Into<f32>,
)
fn set_goal_weight_position( self, goal: impl Into<AvatarIKGoal>, value: impl Into<f32>, )
SetGoalWeightPosition(crate::unity_engine::avatarikgoal::AvatarIKGoal, f32) overload
Sourcefn get_ik_rotation_weight(self, goal: impl Into<AvatarIKGoal>) -> f32
fn get_ik_rotation_weight(self, goal: impl Into<AvatarIKGoal>) -> f32
GetIKRotationWeight(crate::unity_engine::avatarikgoal::AvatarIKGoal) overload
Sourcefn get_goal_weight_rotation(self, goal: impl Into<AvatarIKGoal>) -> f32
fn get_goal_weight_rotation(self, goal: impl Into<AvatarIKGoal>) -> f32
GetGoalWeightRotation(crate::unity_engine::avatarikgoal::AvatarIKGoal) overload
Sourcefn set_ik_rotation_weight(
self,
goal: impl Into<AvatarIKGoal>,
value: impl Into<f32>,
)
fn set_ik_rotation_weight( self, goal: impl Into<AvatarIKGoal>, value: impl Into<f32>, )
SetIKRotationWeight(crate::unity_engine::avatarikgoal::AvatarIKGoal, f32) overload
Sourcefn set_goal_weight_rotation(
self,
goal: impl Into<AvatarIKGoal>,
value: impl Into<f32>,
)
fn set_goal_weight_rotation( self, goal: impl Into<AvatarIKGoal>, value: impl Into<f32>, )
SetGoalWeightRotation(crate::unity_engine::avatarikgoal::AvatarIKGoal, f32) overload
Sourcefn get_ik_hint_position(self, hint: impl Into<AvatarIKHint>) -> Vector3
fn get_ik_hint_position(self, hint: impl Into<AvatarIKHint>) -> Vector3
GetIKHintPosition(crate::unity_engine::avatarikhint::AvatarIKHint) overload
Sourcefn get_hint_position(self, hint: impl Into<AvatarIKHint>) -> Vector3
fn get_hint_position(self, hint: impl Into<AvatarIKHint>) -> Vector3
GetHintPosition(crate::unity_engine::avatarikhint::AvatarIKHint) overload
Sourcefn set_ik_hint_position(
self,
hint: impl Into<AvatarIKHint>,
hint_position: impl Into<Vector3>,
)
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
Sourcefn set_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>, )
SetHintPosition(crate::unity_engine::avatarikhint::AvatarIKHint, crate::unity_engine::vector3::Vector3) overload
Sourcefn get_ik_hint_position_weight(self, hint: impl Into<AvatarIKHint>) -> f32
fn get_ik_hint_position_weight(self, hint: impl Into<AvatarIKHint>) -> f32
GetIKHintPositionWeight(crate::unity_engine::avatarikhint::AvatarIKHint) overload
Sourcefn get_hint_weight_position(self, hint: impl Into<AvatarIKHint>) -> f32
fn get_hint_weight_position(self, hint: impl Into<AvatarIKHint>) -> f32
GetHintWeightPosition(crate::unity_engine::avatarikhint::AvatarIKHint) overload
Sourcefn set_ik_hint_position_weight(
self,
hint: impl Into<AvatarIKHint>,
value: impl Into<f32>,
)
fn set_ik_hint_position_weight( self, hint: impl Into<AvatarIKHint>, value: impl Into<f32>, )
SetIKHintPositionWeight(crate::unity_engine::avatarikhint::AvatarIKHint, f32) overload
Sourcefn set_hint_weight_position(
self,
hint: impl Into<AvatarIKHint>,
value: impl Into<f32>,
)
fn set_hint_weight_position( self, hint: impl Into<AvatarIKHint>, value: impl Into<f32>, )
SetHintWeightPosition(crate::unity_engine::avatarikhint::AvatarIKHint, f32) overload
Sourcefn set_look_at_position(self, look_at_position: impl Into<Vector3>)
fn set_look_at_position(self, look_at_position: impl Into<Vector3>)
SetLookAtPosition(crate::unity_engine::vector3::Vector3) overload
Sourcefn set_look_at_position_internal(self, look_at_position: impl Into<Vector3>)
fn set_look_at_position_internal(self, look_at_position: impl Into<Vector3>)
SetLookAtPositionInternal(crate::unity_engine::vector3::Vector3) overload
Sourcefn set_look_at_weight(self, weight: impl Into<f32>)
fn set_look_at_weight(self, weight: impl Into<f32>)
SetLookAtWeight(f32) overload
Sourcefn set_look_at_weight_2(
self,
weight: impl Into<f32>,
body_weight: impl Into<f32>,
)
fn set_look_at_weight_2( self, weight: impl Into<f32>, body_weight: impl Into<f32>, )
SetLookAtWeight(f32, f32) overload
Sourcefn 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_3( self, weight: impl Into<f32>, body_weight: impl Into<f32>, head_weight: impl Into<f32>, )
SetLookAtWeight(f32, f32, f32) overload
Sourcefn 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_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
Sourcefn 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_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
Sourcefn 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_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
Sourcefn set_bone_local_rotation(
self,
human_bone_id: impl Into<HumanBodyBones>,
rotation: impl Into<Quaternion>,
)
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
Sourcefn set_bone_local_rotation_internal(
self,
human_bone_id: impl Into<i32>,
rotation: impl Into<Quaternion>,
)
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
Sourcefn get_behaviour(self, type: impl Into<SystemType>) -> ScriptableObject
fn get_behaviour(self, type: impl Into<SystemType>) -> ScriptableObject
GetBehaviour(::unity::SystemType) overload
fn get_behaviour_2<M0: IlType + Copy + ClassIdentity>(self) -> M0
fn get_behaviours<M0: IlType + Copy + ClassIdentity>(self) -> Array<M0>
Sourcefn internal_get_behaviours(
self,
type: impl Into<SystemType>,
) -> Array<ScriptableObject>
fn internal_get_behaviours( self, type: impl Into<SystemType>, ) -> Array<ScriptableObject>
InternalGetBehaviours(::unity::SystemType) overload
Sourcefn get_behaviours_2(
self,
full_path_hash: impl Into<i32>,
layer_index: impl Into<i32>,
) -> Array<StateMachineBehaviour>
fn get_behaviours_2( self, full_path_hash: impl Into<i32>, layer_index: impl Into<i32>, ) -> Array<StateMachineBehaviour>
GetBehaviours(i32, i32) overload
Sourcefn internal_get_behaviours_by_key(
self,
full_path_hash: impl Into<i32>,
layer_index: impl Into<i32>,
type: impl Into<SystemType>,
) -> Array<ScriptableObject>
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
Sourcefn get_stabilize_feet(self) -> bool
fn get_stabilize_feet(self) -> bool
get_stabilizeFeet() overload
Sourcefn set_stabilize_feet(self, value: impl Into<bool>)
fn set_stabilize_feet(self, value: impl Into<bool>)
set_stabilizeFeet(bool) overload
Sourcefn get_layer_count(self) -> i32
fn get_layer_count(self) -> i32
get_layerCount() overload
Sourcefn get_layer_name(self, layer_index: impl Into<i32>) -> Il2CppString
fn get_layer_name(self, layer_index: impl Into<i32>) -> Il2CppString
GetLayerName(i32) overload
Sourcefn get_layer_index(self, layer_name: impl Into<Il2CppString>) -> i32
fn get_layer_index(self, layer_name: impl Into<Il2CppString>) -> i32
GetLayerIndex(::unity::Il2CppString) overload
Sourcefn get_layer_weight(self, layer_index: impl Into<i32>) -> f32
fn get_layer_weight(self, layer_index: impl Into<i32>) -> f32
GetLayerWeight(i32) overload
Sourcefn set_layer_weight(self, layer_index: impl Into<i32>, weight: impl Into<f32>)
fn set_layer_weight(self, layer_index: impl Into<i32>, weight: impl Into<f32>)
SetLayerWeight(i32, f32) overload
Sourcefn get_animator_state_info(
self,
layer_index: impl Into<i32>,
state_info_index: impl Into<StateInfoIndex>,
) -> AnimatorStateInfo
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
Sourcefn get_current_animator_state_info(
self,
layer_index: impl Into<i32>,
) -> AnimatorStateInfo
fn get_current_animator_state_info( self, layer_index: impl Into<i32>, ) -> AnimatorStateInfo
GetCurrentAnimatorStateInfo(i32) overload
Sourcefn get_next_animator_state_info(
self,
layer_index: impl Into<i32>,
) -> AnimatorStateInfo
fn get_next_animator_state_info( self, layer_index: impl Into<i32>, ) -> AnimatorStateInfo
GetNextAnimatorStateInfo(i32) overload
Sourcefn get_animator_transition_info(
self,
layer_index: impl Into<i32>,
) -> AnimatorTransitionInfo
fn get_animator_transition_info( self, layer_index: impl Into<i32>, ) -> AnimatorTransitionInfo
GetAnimatorTransitionInfo(i32, *mutcrate::unity_engine::animatortransitioninfo::AnimatorTransitionInfo) overload
Sourcefn get_animator_transition_info_2(
self,
layer_index: impl Into<i32>,
) -> AnimatorTransitionInfo
fn get_animator_transition_info_2( self, layer_index: impl Into<i32>, ) -> AnimatorTransitionInfo
GetAnimatorTransitionInfo(i32) overload
Sourcefn get_animator_clip_info_count(
self,
layer_index: impl Into<i32>,
current: impl Into<bool>,
) -> i32
fn get_animator_clip_info_count( self, layer_index: impl Into<i32>, current: impl Into<bool>, ) -> i32
GetAnimatorClipInfoCount(i32, bool) overload
Sourcefn get_current_animator_clip_info_count(
self,
layer_index: impl Into<i32>,
) -> i32
fn get_current_animator_clip_info_count( self, layer_index: impl Into<i32>, ) -> i32
GetCurrentAnimatorClipInfoCount(i32) overload
Sourcefn get_next_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
GetNextAnimatorClipInfoCount(i32) overload
Sourcefn get_current_animator_clip_info(
self,
layer_index: impl Into<i32>,
) -> Array<AnimatorClipInfo>
fn get_current_animator_clip_info( self, layer_index: impl Into<i32>, ) -> Array<AnimatorClipInfo>
GetCurrentAnimatorClipInfo(i32) overload
Sourcefn get_next_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>
GetNextAnimatorClipInfo(i32) overload
Sourcefn get_current_animator_clip_info_2(
self,
layer_index: impl Into<i32>,
clips: impl Into<List_1<AnimatorClipInfo>>,
)
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
Sourcefn get_animator_clip_info_internal(
self,
layer_index: impl Into<i32>,
is_current: impl Into<bool>,
clips: impl Into<Object>,
)
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
Sourcefn get_next_animator_clip_info_2(
self,
layer_index: impl Into<i32>,
clips: impl Into<List_1<AnimatorClipInfo>>,
)
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
Sourcefn is_in_transition(self, layer_index: impl Into<i32>) -> bool
fn is_in_transition(self, layer_index: impl Into<i32>) -> bool
IsInTransition(i32) overload
Sourcefn get_parameters(self) -> Array<AnimatorControllerParameter>
fn get_parameters(self) -> Array<AnimatorControllerParameter>
get_parameters() overload
Sourcefn get_parameter_count(self) -> i32
fn get_parameter_count(self) -> i32
get_parameterCount() overload
Sourcefn get_parameter(self, index: impl Into<i32>) -> AnimatorControllerParameter
fn get_parameter(self, index: impl Into<i32>) -> AnimatorControllerParameter
GetParameter(i32) overload
Sourcefn get_feet_pivot_active(self) -> f32
fn get_feet_pivot_active(self) -> f32
get_feetPivotActive() overload
Sourcefn set_feet_pivot_active(self, value: impl Into<f32>)
fn set_feet_pivot_active(self, value: impl Into<f32>)
set_feetPivotActive(f32) overload
Sourcefn get_pivot_weight(self) -> f32
fn get_pivot_weight(self) -> f32
get_pivotWeight() overload
Sourcefn get_pivot_position(self) -> Vector3
fn get_pivot_position(self) -> Vector3
get_pivotPosition() overload
Sourcefn 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( 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
Sourcefn 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_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
Sourcefn 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_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
Sourcefn 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 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
Sourcefn interrupt_match_target(self)
fn interrupt_match_target(self)
InterruptMatchTarget() overload
Sourcefn interrupt_match_target_2(self, complete_match: impl Into<bool>)
fn interrupt_match_target_2(self, complete_match: impl Into<bool>)
InterruptMatchTarget(bool) overload
Sourcefn get_is_matching_target(self) -> bool
fn get_is_matching_target(self) -> bool
get_isMatchingTarget() overload
Sourcefn force_state_normalized_time(self, normalized_time: impl Into<f32>)
fn force_state_normalized_time(self, normalized_time: impl Into<f32>)
ForceStateNormalizedTime(f32) overload
Sourcefn cross_fade_in_fixed_time(
self,
state_name: impl Into<Il2CppString>,
fixed_transition_duration: impl Into<f32>,
)
fn cross_fade_in_fixed_time( self, state_name: impl Into<Il2CppString>, fixed_transition_duration: impl Into<f32>, )
CrossFadeInFixedTime(::unity::Il2CppString, f32) overload
Sourcefn 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_2( self, state_name: impl Into<Il2CppString>, fixed_transition_duration: impl Into<f32>, layer: impl Into<i32>, )
CrossFadeInFixedTime(::unity::Il2CppString, f32, i32) overload
Sourcefn 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_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
Sourcefn 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_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
Sourcefn 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_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
Sourcefn 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_6( self, state_hash_name: impl Into<i32>, fixed_transition_duration: impl Into<f32>, layer: impl Into<i32>, )
CrossFadeInFixedTime(i32, f32, i32) overload
Sourcefn 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_7( self, state_hash_name: impl Into<i32>, fixed_transition_duration: impl Into<f32>, )
CrossFadeInFixedTime(i32, f32) overload
Sourcefn 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 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
Sourcefn write_default_values(self)
fn write_default_values(self)
WriteDefaultValues() overload
Sourcefn 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( 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
Sourcefn cross_fade_2(
self,
state_name: impl Into<Il2CppString>,
normalized_transition_duration: impl Into<f32>,
layer: impl Into<i32>,
)
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
Sourcefn cross_fade_3(
self,
state_name: impl Into<Il2CppString>,
normalized_transition_duration: impl Into<f32>,
)
fn cross_fade_3( self, state_name: impl Into<Il2CppString>, normalized_transition_duration: impl Into<f32>, )
CrossFade(::unity::Il2CppString, f32) overload
Sourcefn 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_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
Sourcefn 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_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
Sourcefn 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_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
Sourcefn cross_fade_7(
self,
state_hash_name: impl Into<i32>,
normalized_transition_duration: impl Into<f32>,
layer: impl Into<i32>,
)
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
Sourcefn cross_fade_8(
self,
state_hash_name: impl Into<i32>,
normalized_transition_duration: impl Into<f32>,
)
fn cross_fade_8( self, state_hash_name: impl Into<i32>, normalized_transition_duration: impl Into<f32>, )
CrossFade(i32, f32) overload
Sourcefn play_in_fixed_time(
self,
state_name: impl Into<Il2CppString>,
layer: impl Into<i32>,
)
fn play_in_fixed_time( self, state_name: impl Into<Il2CppString>, layer: impl Into<i32>, )
PlayInFixedTime(::unity::Il2CppString, i32) overload
Sourcefn play_in_fixed_time_2(self, state_name: impl Into<Il2CppString>)
fn play_in_fixed_time_2(self, state_name: impl Into<Il2CppString>)
PlayInFixedTime(::unity::Il2CppString) overload
Sourcefn 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_3( self, state_name: impl Into<Il2CppString>, layer: impl Into<i32>, fixed_time: impl Into<f32>, )
PlayInFixedTime(::unity::Il2CppString, i32, f32) overload
Sourcefn 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_4( self, state_name_hash: impl Into<i32>, layer: impl Into<i32>, fixed_time: impl Into<f32>, )
PlayInFixedTime(i32, i32, f32) overload
Sourcefn play_in_fixed_time_5(
self,
state_name_hash: impl Into<i32>,
layer: impl Into<i32>,
)
fn play_in_fixed_time_5( self, state_name_hash: impl Into<i32>, layer: impl Into<i32>, )
PlayInFixedTime(i32, i32) overload
Sourcefn play_in_fixed_time_6(self, state_name_hash: impl Into<i32>)
fn play_in_fixed_time_6(self, state_name_hash: impl Into<i32>)
PlayInFixedTime(i32) overload
Sourcefn play(self, state_name: impl Into<Il2CppString>, layer: impl Into<i32>)
fn play(self, state_name: impl Into<Il2CppString>, layer: impl Into<i32>)
Play(::unity::Il2CppString, i32) overload
Sourcefn play_2(self, state_name: impl Into<Il2CppString>)
fn play_2(self, state_name: impl Into<Il2CppString>)
Play(::unity::Il2CppString) overload
Sourcefn play_3(
self,
state_name: impl Into<Il2CppString>,
layer: impl Into<i32>,
normalized_time: impl Into<f32>,
)
fn play_3( self, state_name: impl Into<Il2CppString>, layer: impl Into<i32>, normalized_time: impl Into<f32>, )
Play(::unity::Il2CppString, i32, f32) overload
Sourcefn play_4(
self,
state_name_hash: impl Into<i32>,
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>, )
Play(i32, i32, f32) overload
Sourcefn play_5(self, state_name_hash: impl Into<i32>, layer: impl Into<i32>)
fn play_5(self, state_name_hash: impl Into<i32>, layer: impl Into<i32>)
Play(i32, i32) overload
Sourcefn set_target(
self,
target_index: impl Into<AvatarTarget>,
target_normalized_time: impl Into<f32>,
)
fn set_target( self, target_index: impl Into<AvatarTarget>, target_normalized_time: impl Into<f32>, )
SetTarget(crate::unity_engine::avatartarget::AvatarTarget, f32) overload
Sourcefn get_target_position(self) -> Vector3
fn get_target_position(self) -> Vector3
get_targetPosition() overload
Sourcefn get_target_rotation(self) -> Quaternion
fn get_target_rotation(self) -> Quaternion
get_targetRotation() overload
Sourcefn is_controlled(self, transform: impl Into<Transform>) -> bool
fn is_controlled(self, transform: impl Into<Transform>) -> bool
IsControlled(crate::unity_engine::transform::Transform) overload
Sourcefn is_bone_transform(self, transform: impl Into<Transform>) -> bool
fn is_bone_transform(self, transform: impl Into<Transform>) -> bool
IsBoneTransform(crate::unity_engine::transform::Transform) overload
Sourcefn get_avatar_root(self) -> Transform
fn get_avatar_root(self) -> Transform
get_avatarRoot() overload
Sourcefn get_bone_transform(
self,
human_bone_id: impl Into<HumanBodyBones>,
) -> Transform
fn get_bone_transform( self, human_bone_id: impl Into<HumanBodyBones>, ) -> Transform
GetBoneTransform(crate::unity_engine::humanbodybones::HumanBodyBones) overload
Sourcefn get_bone_transform_internal(self, human_bone_id: impl Into<i32>) -> Transform
fn get_bone_transform_internal(self, human_bone_id: impl Into<i32>) -> Transform
GetBoneTransformInternal(i32) overload
Sourcefn get_culling_mode(self) -> AnimatorCullingMode
fn get_culling_mode(self) -> AnimatorCullingMode
get_cullingMode() overload
Sourcefn set_culling_mode(self, value: impl Into<AnimatorCullingMode>)
fn set_culling_mode(self, value: impl Into<AnimatorCullingMode>)
set_cullingMode(crate::unity_engine::animatorcullingmode::AnimatorCullingMode) overload
Sourcefn start_playback(self)
fn start_playback(self)
StartPlayback() overload
Sourcefn stop_playback(self)
fn stop_playback(self)
StopPlayback() overload
Sourcefn get_playback_time(self) -> f32
fn get_playback_time(self) -> f32
get_playbackTime() overload
Sourcefn set_playback_time(self, value: impl Into<f32>)
fn set_playback_time(self, value: impl Into<f32>)
set_playbackTime(f32) overload
Sourcefn start_recording(self, frame_count: impl Into<i32>)
fn start_recording(self, frame_count: impl Into<i32>)
StartRecording(i32) overload
Sourcefn stop_recording(self)
fn stop_recording(self)
StopRecording() overload
Sourcefn get_recorder_start_time(self) -> f32
fn get_recorder_start_time(self) -> f32
get_recorderStartTime() overload
Sourcefn set_recorder_start_time(self, value: impl Into<f32>)
fn set_recorder_start_time(self, value: impl Into<f32>)
set_recorderStartTime(f32) overload
Sourcefn get_recorder_stop_time(self) -> f32
fn get_recorder_stop_time(self) -> f32
get_recorderStopTime() overload
Sourcefn set_recorder_stop_time(self, value: impl Into<f32>)
fn set_recorder_stop_time(self, value: impl Into<f32>)
set_recorderStopTime(f32) overload
Sourcefn get_recorder_mode(self) -> AnimatorRecorderMode
fn get_recorder_mode(self) -> AnimatorRecorderMode
get_recorderMode() overload
Sourcefn get_runtime_animator_controller(self) -> RuntimeAnimatorController
fn get_runtime_animator_controller(self) -> RuntimeAnimatorController
get_runtimeAnimatorController() overload
Sourcefn set_runtime_animator_controller(
self,
value: impl Into<RuntimeAnimatorController>,
)
fn set_runtime_animator_controller( self, value: impl Into<RuntimeAnimatorController>, )
set_runtimeAnimatorController(crate::unity_engine::runtimeanimatorcontroller::RuntimeAnimatorController) overload
Sourcefn get_has_bound_playables(self) -> bool
fn get_has_bound_playables(self) -> bool
get_hasBoundPlayables() overload
Sourcefn clear_internal_controller_playable(self)
fn clear_internal_controller_playable(self)
ClearInternalControllerPlayable() overload
Sourcefn has_state(
self,
layer_index: impl Into<i32>,
state_id: impl Into<i32>,
) -> bool
fn has_state( self, layer_index: impl Into<i32>, state_id: impl Into<i32>, ) -> bool
HasState(i32, i32) overload
Sourcefn get_avatar(self) -> Avatar
fn get_avatar(self) -> Avatar
get_avatar() overload
Sourcefn set_avatar(self, value: impl Into<Avatar>)
fn set_avatar(self, value: impl Into<Avatar>)
set_avatar(crate::unity_engine::avatar::Avatar) overload
Sourcefn get_stats(self) -> Il2CppString
fn get_stats(self) -> Il2CppString
GetStats() overload
Sourcefn get_playable_graph(self) -> PlayableGraph
fn get_playable_graph(self) -> PlayableGraph
get_playableGraph() overload
Sourcefn get_current_graph(self) -> PlayableGraph
fn get_current_graph(self) -> PlayableGraph
GetCurrentGraph(*mutcrate::unity_engine::playables::playablegraph::PlayableGraph) overload
Sourcefn check_if_in_ik_pass(self)
fn check_if_in_ik_pass(self)
CheckIfInIKPass() overload
Sourcefn is_in_ik_pass(self) -> bool
fn is_in_ik_pass(self) -> bool
IsInIKPass() overload
Sourcefn set_float_string(self, name: impl Into<Il2CppString>, value: impl Into<f32>)
fn set_float_string(self, name: impl Into<Il2CppString>, value: impl Into<f32>)
SetFloatString(::unity::Il2CppString, f32) overload
Sourcefn set_float_id(self, id: impl Into<i32>, value: impl Into<f32>)
fn set_float_id(self, id: impl Into<i32>, value: impl Into<f32>)
SetFloatID(i32, f32) overload
Sourcefn get_float_string(self, name: impl Into<Il2CppString>) -> f32
fn get_float_string(self, name: impl Into<Il2CppString>) -> f32
GetFloatString(::unity::Il2CppString) overload
Sourcefn get_float_id(self, id: impl Into<i32>) -> f32
fn get_float_id(self, id: impl Into<i32>) -> f32
GetFloatID(i32) overload
Sourcefn set_bool_string(self, name: impl Into<Il2CppString>, value: impl Into<bool>)
fn set_bool_string(self, name: impl Into<Il2CppString>, value: impl Into<bool>)
SetBoolString(::unity::Il2CppString, bool) overload
Sourcefn set_bool_id(self, id: impl Into<i32>, value: impl Into<bool>)
fn set_bool_id(self, id: impl Into<i32>, value: impl Into<bool>)
SetBoolID(i32, bool) overload
Sourcefn get_bool_string(self, name: impl Into<Il2CppString>) -> bool
fn get_bool_string(self, name: impl Into<Il2CppString>) -> bool
GetBoolString(::unity::Il2CppString) overload
Sourcefn get_bool_id(self, id: impl Into<i32>) -> bool
fn get_bool_id(self, id: impl Into<i32>) -> bool
GetBoolID(i32) overload
Sourcefn set_integer_string(
self,
name: impl Into<Il2CppString>,
value: impl Into<i32>,
)
fn set_integer_string( self, name: impl Into<Il2CppString>, value: impl Into<i32>, )
SetIntegerString(::unity::Il2CppString, i32) overload
Sourcefn set_integer_id(self, id: impl Into<i32>, value: impl Into<i32>)
fn set_integer_id(self, id: impl Into<i32>, value: impl Into<i32>)
SetIntegerID(i32, i32) overload
Sourcefn get_integer_string(self, name: impl Into<Il2CppString>) -> i32
fn get_integer_string(self, name: impl Into<Il2CppString>) -> i32
GetIntegerString(::unity::Il2CppString) overload
Sourcefn get_integer_id(self, id: impl Into<i32>) -> i32
fn get_integer_id(self, id: impl Into<i32>) -> i32
GetIntegerID(i32) overload
Sourcefn set_trigger_string(self, name: impl Into<Il2CppString>)
fn set_trigger_string(self, name: impl Into<Il2CppString>)
SetTriggerString(::unity::Il2CppString) overload
Sourcefn set_trigger_id(self, id: impl Into<i32>)
fn set_trigger_id(self, id: impl Into<i32>)
SetTriggerID(i32) overload
Sourcefn reset_trigger_string(self, name: impl Into<Il2CppString>)
fn reset_trigger_string(self, name: impl Into<Il2CppString>)
ResetTriggerString(::unity::Il2CppString) overload
Sourcefn reset_trigger_id(self, id: impl Into<i32>)
fn reset_trigger_id(self, id: impl Into<i32>)
ResetTriggerID(i32) overload
Sourcefn is_parameter_controlled_by_curve_string(
self,
name: impl Into<Il2CppString>,
) -> bool
fn is_parameter_controlled_by_curve_string( self, name: impl Into<Il2CppString>, ) -> bool
IsParameterControlledByCurveString(::unity::Il2CppString) overload
Sourcefn is_parameter_controlled_by_curve_id(self, id: impl Into<i32>) -> bool
fn is_parameter_controlled_by_curve_id(self, id: impl Into<i32>) -> bool
IsParameterControlledByCurveID(i32) overload
Sourcefn 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_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
Sourcefn set_float_id_damp(
self,
id: impl Into<i32>,
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>, )
SetFloatIDDamp(i32, f32, f32, f32) overload
Sourcefn get_layers_affect_mass_center(self) -> bool
fn get_layers_affect_mass_center(self) -> bool
get_layersAffectMassCenter() overload
Sourcefn set_layers_affect_mass_center(self, value: impl Into<bool>)
fn set_layers_affect_mass_center(self, value: impl Into<bool>)
set_layersAffectMassCenter(bool) overload
Sourcefn get_left_feet_bottom_height(self) -> f32
fn get_left_feet_bottom_height(self) -> f32
get_leftFeetBottomHeight() overload
Sourcefn get_right_feet_bottom_height(self) -> f32
fn get_right_feet_bottom_height(self) -> f32
get_rightFeetBottomHeight() overload
Sourcefn get_supports_on_animator_move(self) -> bool
fn get_supports_on_animator_move(self) -> bool
get_supportsOnAnimatorMove() overload
Sourcefn on_update_mode_changed(self)
fn on_update_mode_changed(self)
OnUpdateModeChanged() overload
Sourcefn on_culling_mode_changed(self)
fn on_culling_mode_changed(self)
OnCullingModeChanged() overload
Sourcefn write_default_pose(self)
fn write_default_pose(self)
WriteDefaultPose() overload
Sourcefn apply_builtin_root_motion(self)
fn apply_builtin_root_motion(self)
ApplyBuiltinRootMotion() overload
Sourcefn evaluate_controller(self)
fn evaluate_controller(self)
EvaluateController() overload
Sourcefn evaluate_controller_2(self, delta_time: impl Into<f32>)
fn evaluate_controller_2(self, delta_time: impl Into<f32>)
EvaluateController(f32) overload
Sourcefn get_current_state_name(self, layer_index: impl Into<i32>) -> Il2CppString
fn get_current_state_name(self, layer_index: impl Into<i32>) -> Il2CppString
GetCurrentStateName(i32) overload
Sourcefn get_next_state_name(self, layer_index: impl Into<i32>) -> Il2CppString
fn get_next_state_name(self, layer_index: impl Into<i32>) -> Il2CppString
GetNextStateName(i32) overload
Sourcefn get_animator_state_name(
self,
layer_index: impl Into<i32>,
current: impl Into<bool>,
) -> Il2CppString
fn get_animator_state_name( self, layer_index: impl Into<i32>, current: impl Into<bool>, ) -> Il2CppString
GetAnimatorStateName(i32, bool) overload
Sourcefn resolve_hash(self, hash: impl Into<i32>) -> Il2CppString
fn resolve_hash(self, hash: impl Into<i32>) -> Il2CppString
ResolveHash(i32) overload
Sourcefn get_log_warnings(self) -> bool
fn get_log_warnings(self) -> bool
get_logWarnings() overload
Sourcefn set_log_warnings(self, value: impl Into<bool>)
fn set_log_warnings(self, value: impl Into<bool>)
set_logWarnings(bool) overload
Sourcefn get_fire_events(self) -> bool
fn get_fire_events(self) -> bool
get_fireEvents() overload
Sourcefn set_fire_events(self, value: impl Into<bool>)
fn set_fire_events(self, value: impl Into<bool>)
set_fireEvents(bool) overload
Sourcefn get_keep_animator_controller_state_on_disable(self) -> bool
fn get_keep_animator_controller_state_on_disable(self) -> bool
get_keepAnimatorControllerStateOnDisable() overload
Sourcefn set_keep_animator_controller_state_on_disable(self, value: impl Into<bool>)
fn set_keep_animator_controller_state_on_disable(self, value: impl Into<bool>)
set_keepAnimatorControllerStateOnDisable(bool) overload
Sourcefn get_vector(self, name: impl Into<Il2CppString>) -> Vector3
fn get_vector(self, name: impl Into<Il2CppString>) -> Vector3
GetVector(::unity::Il2CppString) overload
Sourcefn get_vector_2(self, id: impl Into<i32>) -> Vector3
fn get_vector_2(self, id: impl Into<i32>) -> Vector3
GetVector(i32) overload
Sourcefn set_vector(self, name: impl Into<Il2CppString>, value: impl Into<Vector3>)
fn set_vector(self, name: impl Into<Il2CppString>, value: impl Into<Vector3>)
SetVector(::unity::Il2CppString, crate::unity_engine::vector3::Vector3) overload
Sourcefn set_vector_2(self, id: impl Into<i32>, value: impl Into<Vector3>)
fn set_vector_2(self, id: impl Into<i32>, value: impl Into<Vector3>)
SetVector(i32, crate::unity_engine::vector3::Vector3) overload
Sourcefn get_quaternion(self, name: impl Into<Il2CppString>) -> Quaternion
fn get_quaternion(self, name: impl Into<Il2CppString>) -> Quaternion
GetQuaternion(::unity::Il2CppString) overload
Sourcefn get_quaternion_2(self, id: impl Into<i32>) -> Quaternion
fn get_quaternion_2(self, id: impl Into<i32>) -> Quaternion
GetQuaternion(i32) overload
Sourcefn set_quaternion(
self,
name: impl Into<Il2CppString>,
value: impl Into<Quaternion>,
)
fn set_quaternion( self, name: impl Into<Il2CppString>, value: impl Into<Quaternion>, )
SetQuaternion(::unity::Il2CppString, crate::unity_engine::quaternion::Quaternion) overload
Sourcefn set_quaternion_2(self, id: impl Into<i32>, value: impl Into<Quaternion>)
fn set_quaternion_2(self, id: impl Into<i32>, value: impl Into<Quaternion>)
SetQuaternion(i32, crate::unity_engine::quaternion::Quaternion) overload
Sourcefn get_delta_position_injected(self) -> Vector3
fn get_delta_position_injected(self) -> Vector3
get_deltaPosition_Injected(*mutcrate::unity_engine::vector3::Vector3) overload
Sourcefn get_delta_rotation_injected(self) -> Quaternion
fn get_delta_rotation_injected(self) -> Quaternion
get_deltaRotation_Injected(*mutcrate::unity_engine::quaternion::Quaternion) overload
Sourcefn get_velocity_injected(self) -> Vector3
fn get_velocity_injected(self) -> Vector3
get_velocity_Injected(*mutcrate::unity_engine::vector3::Vector3) overload
Sourcefn get_angular_velocity_injected(self) -> Vector3
fn get_angular_velocity_injected(self) -> Vector3
get_angularVelocity_Injected(*mutcrate::unity_engine::vector3::Vector3) overload
Sourcefn get_root_position_injected(self) -> Vector3
fn get_root_position_injected(self) -> Vector3
get_rootPosition_Injected(*mutcrate::unity_engine::vector3::Vector3) overload
Sourcefn set_root_position_injected(self) -> Vector3
fn set_root_position_injected(self) -> Vector3
set_rootPosition_Injected(*mutcrate::unity_engine::vector3::Vector3) overload
Sourcefn get_root_rotation_injected(self) -> Quaternion
fn get_root_rotation_injected(self) -> Quaternion
get_rootRotation_Injected(*mutcrate::unity_engine::quaternion::Quaternion) overload
Sourcefn set_root_rotation_injected(self) -> Quaternion
fn set_root_rotation_injected(self) -> Quaternion
set_rootRotation_Injected(*mutcrate::unity_engine::quaternion::Quaternion) overload
Sourcefn get_body_position_internal_injected(self) -> Vector3
fn get_body_position_internal_injected(self) -> Vector3
get_bodyPositionInternal_Injected(*mutcrate::unity_engine::vector3::Vector3) overload
Sourcefn set_body_position_internal_injected(self) -> Vector3
fn set_body_position_internal_injected(self) -> Vector3
set_bodyPositionInternal_Injected(*mutcrate::unity_engine::vector3::Vector3) overload
Sourcefn get_body_rotation_internal_injected(self) -> Quaternion
fn get_body_rotation_internal_injected(self) -> Quaternion
get_bodyRotationInternal_Injected(*mutcrate::unity_engine::quaternion::Quaternion) overload
Sourcefn set_body_rotation_internal_injected(self) -> Quaternion
fn set_body_rotation_internal_injected(self) -> Quaternion
set_bodyRotationInternal_Injected(*mutcrate::unity_engine::quaternion::Quaternion) overload
Sourcefn get_goal_position_injected(self, goal: impl Into<AvatarIKGoal>) -> Vector3
fn get_goal_position_injected(self, goal: impl Into<AvatarIKGoal>) -> Vector3
GetGoalPosition_Injected(crate::unity_engine::avatarikgoal::AvatarIKGoal, *mutcrate::unity_engine::vector3::Vector3) overload
Sourcefn set_goal_position_injected(self, goal: impl Into<AvatarIKGoal>) -> Vector3
fn set_goal_position_injected(self, goal: impl Into<AvatarIKGoal>) -> Vector3
SetGoalPosition_Injected(crate::unity_engine::avatarikgoal::AvatarIKGoal, *mutcrate::unity_engine::vector3::Vector3) overload
Sourcefn get_goal_rotation_injected(self, goal: impl Into<AvatarIKGoal>) -> Quaternion
fn get_goal_rotation_injected(self, goal: impl Into<AvatarIKGoal>) -> Quaternion
GetGoalRotation_Injected(crate::unity_engine::avatarikgoal::AvatarIKGoal, *mutcrate::unity_engine::quaternion::Quaternion) overload
Sourcefn set_goal_rotation_injected(self, goal: impl Into<AvatarIKGoal>) -> Quaternion
fn set_goal_rotation_injected(self, goal: impl Into<AvatarIKGoal>) -> Quaternion
SetGoalRotation_Injected(crate::unity_engine::avatarikgoal::AvatarIKGoal, *mutcrate::unity_engine::quaternion::Quaternion) overload
Sourcefn get_hint_position_injected(self, hint: impl Into<AvatarIKHint>) -> Vector3
fn get_hint_position_injected(self, hint: impl Into<AvatarIKHint>) -> Vector3
GetHintPosition_Injected(crate::unity_engine::avatarikhint::AvatarIKHint, *mutcrate::unity_engine::vector3::Vector3) overload
Sourcefn set_hint_position_injected(self, hint: impl Into<AvatarIKHint>) -> Vector3
fn set_hint_position_injected(self, hint: impl Into<AvatarIKHint>) -> Vector3
SetHintPosition_Injected(crate::unity_engine::avatarikhint::AvatarIKHint, *mutcrate::unity_engine::vector3::Vector3) overload
Sourcefn set_look_at_position_internal_injected(self) -> Vector3
fn set_look_at_position_internal_injected(self) -> Vector3
SetLookAtPositionInternal_Injected(*mutcrate::unity_engine::vector3::Vector3) overload
Sourcefn set_bone_local_rotation_internal_injected(
self,
human_bone_id: impl Into<i32>,
) -> Quaternion
fn set_bone_local_rotation_internal_injected( self, human_bone_id: impl Into<i32>, ) -> Quaternion
SetBoneLocalRotationInternal_Injected(i32, *mutcrate::unity_engine::quaternion::Quaternion) overload
Sourcefn get_pivot_position_injected(self) -> Vector3
fn get_pivot_position_injected(self) -> Vector3
get_pivotPosition_Injected(*mutcrate::unity_engine::vector3::Vector3) overload
Sourcefn 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 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
Sourcefn get_target_position_injected(self) -> Vector3
fn get_target_position_injected(self) -> Vector3
get_targetPosition_Injected(*mutcrate::unity_engine::vector3::Vector3) overload
Sourcefn get_target_rotation_injected(self) -> Quaternion
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§
impl<__T: IAnimator> IAnimatorMethods for __T
unity_engine-animator only.