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IMaterialMethods

Trait IMaterialMethods 

Source
pub trait IMaterialMethods: IMaterial {
Show 170 methods // Provided methods fn ctor(self, shader: impl Into<Shader>) { ... } fn ctor_2(self, source: impl Into<Material>) { ... } fn ctor_3(self, contents: impl Into<Il2CppString>) { ... } fn get_shader(self) -> Shader { ... } fn set_shader(self, value: impl Into<Shader>) { ... } fn get_color(self) -> Color { ... } fn set_color(self, value: impl Into<Color>) { ... } fn get_main_texture(self) -> Texture { ... } fn set_main_texture(self, value: impl Into<Texture>) { ... } fn get_main_texture_offset(self) -> Vector2 { ... } fn set_main_texture_offset(self, value: impl Into<Vector2>) { ... } fn get_main_texture_scale(self) -> Vector2 { ... } fn set_main_texture_scale(self, value: impl Into<Vector2>) { ... } fn get_first_property_name_id_by_attribute( self, attribute_flag: impl Into<ShaderPropertyFlags>, ) -> i32 { ... } fn has_property(self, name_id: impl Into<i32>) -> bool { ... } fn has_property_2(self, name: impl Into<Il2CppString>) -> bool { ... } fn get_render_queue(self) -> i32 { ... } fn set_render_queue(self, value: impl Into<i32>) { ... } fn get_raw_render_queue(self) -> i32 { ... } fn enable_keyword(self, keyword: impl Into<Il2CppString>) { ... } fn disable_keyword(self, keyword: impl Into<Il2CppString>) { ... } fn is_keyword_enabled(self, keyword: impl Into<Il2CppString>) -> bool { ... } fn get_global_illumination_flags(self) -> MaterialGlobalIlluminationFlags { ... } fn set_global_illumination_flags( self, value: impl Into<MaterialGlobalIlluminationFlags>, ) { ... } fn get_double_sided_gi(self) -> bool { ... } fn set_double_sided_gi(self, value: impl Into<bool>) { ... } fn get_enable_instancing(self) -> bool { ... } fn set_enable_instancing(self, value: impl Into<bool>) { ... } fn get_pass_count(self) -> i32 { ... } fn set_shader_pass_enabled( self, pass_name: impl Into<Il2CppString>, enabled: impl Into<bool>, ) { ... } fn get_shader_pass_enabled(self, pass_name: impl Into<Il2CppString>) -> bool { ... } fn get_pass_name(self, pass: impl Into<i32>) -> Il2CppString { ... } fn find_pass(self, pass_name: impl Into<Il2CppString>) -> i32 { ... } fn set_override_tag( self, tag: impl Into<Il2CppString>, val: impl Into<Il2CppString>, ) { ... } fn get_tag_impl( self, tag: impl Into<Il2CppString>, current_sub_shader_only: impl Into<bool>, default_value: impl Into<Il2CppString>, ) -> Il2CppString { ... } fn get_tag( self, tag: impl Into<Il2CppString>, search_fallbacks: impl Into<bool>, default_value: impl Into<Il2CppString>, ) -> Il2CppString { ... } fn get_tag_2( self, tag: impl Into<Il2CppString>, search_fallbacks: impl Into<bool>, ) -> Il2CppString { ... } fn lerp( self, start: impl Into<Material>, end: impl Into<Material>, t: impl Into<f32>, ) { ... } fn set_pass(self, pass: impl Into<i32>) -> bool { ... } fn copy_properties_from_material(self, mat: impl Into<Material>) { ... } fn get_shader_keywords(self) -> Array<Il2CppString> { ... } fn set_shader_keywords(self, names: impl Into<Array<Il2CppString>>) { ... } fn compute_crc(self) -> i32 { ... } fn get_texture_property_names(self) -> Array<Il2CppString> { ... } fn get_texture_property_name_i_ds(self) -> Array<i32> { ... } fn get_texture_property_names_internal(self, out_names: impl Into<Object>) { ... } fn get_texture_property_name_i_ds_internal( self, out_names: impl Into<Object>, ) { ... } fn get_texture_property_names_2( self, out_names: impl Into<List_1<Il2CppString>>, ) { ... } fn get_texture_property_name_i_ds_2(self, out_names: impl Into<List_1<i32>>) { ... } fn set_float_impl(self, name: impl Into<i32>, value: impl Into<f32>) { ... } fn set_color_impl(self, name: impl Into<i32>, value: impl Into<Color>) { ... } fn set_matrix_impl(self, name: impl Into<i32>, value: impl Into<Matrix4x4>) { ... } fn set_texture_impl(self, name: impl Into<i32>, value: impl Into<Texture>) { ... } fn set_render_texture_impl( self, name: impl Into<i32>, value: impl Into<RenderTexture>, element: impl Into<RenderTextureSubElement>, ) { ... } fn set_buffer_impl( self, name: impl Into<i32>, value: impl Into<ComputeBuffer>, ) { ... } fn set_graphics_buffer_impl( self, name: impl Into<i32>, value: impl Into<GraphicsBuffer>, ) { ... } fn set_constant_buffer_impl( self, name: impl Into<i32>, value: impl Into<ComputeBuffer>, offset: impl Into<i32>, size: impl Into<i32>, ) { ... } fn set_constant_graphics_buffer_impl( self, name: impl Into<i32>, value: impl Into<GraphicsBuffer>, offset: impl Into<i32>, size: impl Into<i32>, ) { ... } fn get_float_impl(self, name: impl Into<i32>) -> f32 { ... } fn get_color_impl(self, name: impl Into<i32>) -> Color { ... } fn get_matrix_impl(self, name: impl Into<i32>) -> Matrix4x4 { ... } fn get_texture_impl(self, name: impl Into<i32>) -> Texture { ... } fn set_float_array_impl( self, name: impl Into<i32>, values: impl Into<Array<f32>>, count: impl Into<i32>, ) { ... } fn set_vector_array_impl( self, name: impl Into<i32>, values: impl Into<Array<Vector4>>, count: impl Into<i32>, ) { ... } fn set_color_array_impl( self, name: impl Into<i32>, values: impl Into<Array<Color>>, count: impl Into<i32>, ) { ... } fn set_matrix_array_impl( self, name: impl Into<i32>, values: impl Into<Array<Matrix4x4>>, count: impl Into<i32>, ) { ... } fn get_float_array_impl(self, name: impl Into<i32>) -> Array<f32> { ... } fn get_vector_array_impl(self, name: impl Into<i32>) -> Array<Vector4> { ... } fn get_color_array_impl(self, name: impl Into<i32>) -> Array<Color> { ... } fn get_matrix_array_impl(self, name: impl Into<i32>) -> Array<Matrix4x4> { ... } fn get_float_array_count_impl(self, name: impl Into<i32>) -> i32 { ... } fn get_vector_array_count_impl(self, name: impl Into<i32>) -> i32 { ... } fn get_color_array_count_impl(self, name: impl Into<i32>) -> i32 { ... } fn get_matrix_array_count_impl(self, name: impl Into<i32>) -> i32 { ... } fn extract_float_array_impl( self, name: impl Into<i32>, val: impl Into<Array<f32>>, ) { ... } fn extract_vector_array_impl( self, name: impl Into<i32>, val: impl Into<Array<Vector4>>, ) { ... } fn extract_color_array_impl( self, name: impl Into<i32>, val: impl Into<Array<Color>>, ) { ... } fn extract_matrix_array_impl( self, name: impl Into<i32>, val: impl Into<Array<Matrix4x4>>, ) { ... } fn get_texture_scale_and_offset_impl(self, name: impl Into<i32>) -> Vector4 { ... } fn set_texture_offset_impl( self, name: impl Into<i32>, offset: impl Into<Vector2>, ) { ... } fn set_texture_scale_impl( self, name: impl Into<i32>, scale: impl Into<Vector2>, ) { ... } fn set_float_array( self, name: impl Into<i32>, values: impl Into<Array<f32>>, count: impl Into<i32>, ) { ... } fn set_vector_array( self, name: impl Into<i32>, values: impl Into<Array<Vector4>>, count: impl Into<i32>, ) { ... } fn set_color_array( self, name: impl Into<i32>, values: impl Into<Array<Color>>, count: impl Into<i32>, ) { ... } fn set_matrix_array( self, name: impl Into<i32>, values: impl Into<Array<Matrix4x4>>, count: impl Into<i32>, ) { ... } fn extract_float_array( self, name: impl Into<i32>, values: impl Into<List_1<f32>>, ) { ... } fn extract_vector_array( self, name: impl Into<i32>, values: impl Into<List_1<Vector4>>, ) { ... } fn extract_color_array( self, name: impl Into<i32>, values: impl Into<List_1<Color>>, ) { ... } fn extract_matrix_array( self, name: impl Into<i32>, values: impl Into<List_1<Matrix4x4>>, ) { ... } fn set_float(self, name: impl Into<Il2CppString>, value: impl Into<f32>) { ... } fn set_float_2(self, name_id: impl Into<i32>, value: impl Into<f32>) { ... } fn set_int(self, name: impl Into<Il2CppString>, value: impl Into<i32>) { ... } fn set_int_2(self, name_id: impl Into<i32>, value: impl Into<i32>) { ... } fn set_color_2(self, name: impl Into<Il2CppString>, value: impl Into<Color>) { ... } fn set_color_3(self, name_id: impl Into<i32>, value: impl Into<Color>) { ... } fn set_vector( self, name: impl Into<Il2CppString>, value: impl Into<Vector4>, ) { ... } fn set_vector_2(self, name_id: impl Into<i32>, value: impl Into<Vector4>) { ... } fn set_matrix( self, name: impl Into<Il2CppString>, value: impl Into<Matrix4x4>, ) { ... } fn set_matrix_2(self, name_id: impl Into<i32>, value: impl Into<Matrix4x4>) { ... } fn set_texture( self, name: impl Into<Il2CppString>, value: impl Into<Texture>, ) { ... } fn set_texture_2(self, name_id: impl Into<i32>, value: impl Into<Texture>) { ... } fn set_texture_3( self, name: impl Into<Il2CppString>, value: impl Into<RenderTexture>, element: impl Into<RenderTextureSubElement>, ) { ... } fn set_texture_4( self, name_id: impl Into<i32>, value: impl Into<RenderTexture>, element: impl Into<RenderTextureSubElement>, ) { ... } fn set_buffer( self, name: impl Into<Il2CppString>, value: impl Into<ComputeBuffer>, ) { ... } fn set_buffer_2( self, name_id: impl Into<i32>, value: impl Into<ComputeBuffer>, ) { ... } fn set_buffer_3( self, name: impl Into<Il2CppString>, value: impl Into<GraphicsBuffer>, ) { ... } fn set_buffer_4( self, name_id: impl Into<i32>, value: impl Into<GraphicsBuffer>, ) { ... } fn set_constant_buffer( self, name: impl Into<Il2CppString>, value: impl Into<ComputeBuffer>, offset: impl Into<i32>, size: impl Into<i32>, ) { ... } fn set_constant_buffer_2( self, name_id: impl Into<i32>, value: impl Into<ComputeBuffer>, offset: impl Into<i32>, size: impl Into<i32>, ) { ... } fn set_constant_buffer_3( self, name: impl Into<Il2CppString>, value: impl Into<GraphicsBuffer>, offset: impl Into<i32>, size: impl Into<i32>, ) { ... } fn set_constant_buffer_4( self, name_id: impl Into<i32>, value: impl Into<GraphicsBuffer>, offset: impl Into<i32>, size: impl Into<i32>, ) { ... } fn set_float_array_2( self, name: impl Into<Il2CppString>, values: impl Into<List_1<f32>>, ) { ... } fn set_float_array_3( self, name_id: impl Into<i32>, values: impl Into<List_1<f32>>, ) { ... } fn set_float_array_4( self, name: impl Into<Il2CppString>, values: impl Into<Array<f32>>, ) { ... } fn set_float_array_5( self, name_id: impl Into<i32>, values: impl Into<Array<f32>>, ) { ... } fn set_color_array_2( self, name: impl Into<Il2CppString>, values: impl Into<List_1<Color>>, ) { ... } fn set_color_array_3( self, name_id: impl Into<i32>, values: impl Into<List_1<Color>>, ) { ... } fn set_color_array_4( self, name: impl Into<Il2CppString>, values: impl Into<Array<Color>>, ) { ... } fn set_color_array_5( self, name_id: impl Into<i32>, values: impl Into<Array<Color>>, ) { ... } fn set_vector_array_2( self, name: impl Into<Il2CppString>, values: impl Into<List_1<Vector4>>, ) { ... } fn set_vector_array_3( self, name_id: impl Into<i32>, values: impl Into<List_1<Vector4>>, ) { ... } fn set_vector_array_4( self, name: impl Into<Il2CppString>, values: impl Into<Array<Vector4>>, ) { ... } fn set_vector_array_5( self, name_id: impl Into<i32>, values: impl Into<Array<Vector4>>, ) { ... } fn set_matrix_array_2( self, name: impl Into<Il2CppString>, values: impl Into<List_1<Matrix4x4>>, ) { ... } fn set_matrix_array_3( self, name_id: impl Into<i32>, values: impl Into<List_1<Matrix4x4>>, ) { ... } fn set_matrix_array_4( self, name: impl Into<Il2CppString>, values: impl Into<Array<Matrix4x4>>, ) { ... } fn set_matrix_array_5( self, name_id: impl Into<i32>, values: impl Into<Array<Matrix4x4>>, ) { ... } fn get_float(self, name: impl Into<Il2CppString>) -> f32 { ... } fn get_float_2(self, name_id: impl Into<i32>) -> f32 { ... } fn get_int(self, name: impl Into<Il2CppString>) -> i32 { ... } fn get_int_2(self, name_id: impl Into<i32>) -> i32 { ... } fn get_color_2(self, name: impl Into<Il2CppString>) -> Color { ... } fn get_color_3(self, name_id: impl Into<i32>) -> Color { ... } fn get_vector(self, name: impl Into<Il2CppString>) -> Vector4 { ... } fn get_vector_2(self, name_id: impl Into<i32>) -> Vector4 { ... } fn get_matrix(self, name: impl Into<Il2CppString>) -> Matrix4x4 { ... } fn get_matrix_2(self, name_id: impl Into<i32>) -> Matrix4x4 { ... } fn get_texture(self, name: impl Into<Il2CppString>) -> Texture { ... } fn get_texture_2(self, name_id: impl Into<i32>) -> Texture { ... } fn get_float_array(self, name: impl Into<Il2CppString>) -> Array<f32> { ... } fn get_float_array_2(self, name_id: impl Into<i32>) -> Array<f32> { ... } fn get_color_array(self, name: impl Into<Il2CppString>) -> Array<Color> { ... } fn get_color_array_2(self, name_id: impl Into<i32>) -> Array<Color> { ... } fn get_vector_array(self, name: impl Into<Il2CppString>) -> Array<Vector4> { ... } fn get_vector_array_2(self, name_id: impl Into<i32>) -> Array<Vector4> { ... } fn get_matrix_array(self, name: impl Into<Il2CppString>) -> Array<Matrix4x4> { ... } fn get_matrix_array_2(self, name_id: impl Into<i32>) -> Array<Matrix4x4> { ... } fn get_float_array_3( self, name: impl Into<Il2CppString>, values: impl Into<List_1<f32>>, ) { ... } fn get_float_array_4( self, name_id: impl Into<i32>, values: impl Into<List_1<f32>>, ) { ... } fn get_color_array_3( self, name: impl Into<Il2CppString>, values: impl Into<List_1<Color>>, ) { ... } fn get_color_array_4( self, name_id: impl Into<i32>, values: impl Into<List_1<Color>>, ) { ... } fn get_vector_array_3( self, name: impl Into<Il2CppString>, values: impl Into<List_1<Vector4>>, ) { ... } fn get_vector_array_4( self, name_id: impl Into<i32>, values: impl Into<List_1<Vector4>>, ) { ... } fn get_matrix_array_3( self, name: impl Into<Il2CppString>, values: impl Into<List_1<Matrix4x4>>, ) { ... } fn get_matrix_array_4( self, name_id: impl Into<i32>, values: impl Into<List_1<Matrix4x4>>, ) { ... } fn set_texture_offset( self, name: impl Into<Il2CppString>, value: impl Into<Vector2>, ) { ... } fn set_texture_offset_2( self, name_id: impl Into<i32>, value: impl Into<Vector2>, ) { ... } fn set_texture_scale( self, name: impl Into<Il2CppString>, value: impl Into<Vector2>, ) { ... } fn set_texture_scale_2( self, name_id: impl Into<i32>, value: impl Into<Vector2>, ) { ... } fn get_texture_offset(self, name: impl Into<Il2CppString>) -> Vector2 { ... } fn get_texture_offset_2(self, name_id: impl Into<i32>) -> Vector2 { ... } fn get_texture_scale(self, name: impl Into<Il2CppString>) -> Vector2 { ... } fn get_texture_scale_2(self, name_id: impl Into<i32>) -> Vector2 { ... } fn set_color_impl_injected(self, name: impl Into<i32>) -> Color { ... } fn set_matrix_impl_injected(self, name: impl Into<i32>) -> Matrix4x4 { ... } fn get_color_impl_injected(self, name: impl Into<i32>) -> Color { ... } fn get_matrix_impl_injected(self, name: impl Into<i32>) -> Matrix4x4 { ... } fn get_texture_scale_and_offset_impl_injected( self, name: impl Into<i32>, ) -> Vector4 { ... } fn set_texture_offset_impl_injected(self, name: impl Into<i32>) -> Vector2 { ... } fn set_texture_scale_impl_injected(self, name: impl Into<i32>) -> Vector2 { ... }
}

Provided Methods§

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fn ctor(self, shader: impl Into<Shader>)

.ctor(crate::unity_engine::shader::Shader) overload

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fn ctor_2(self, source: impl Into<Material>)

.ctor(crate::unity_engine::material::Material) overload

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fn ctor_3(self, contents: impl Into<Il2CppString>)

.ctor(::unity::Il2CppString) overload

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fn get_shader(self) -> Shader

get_shader() overload

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fn set_shader(self, value: impl Into<Shader>)

set_shader(crate::unity_engine::shader::Shader) overload

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fn get_color(self) -> Color

get_color() overload

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fn set_color(self, value: impl Into<Color>)

set_color(crate::unity_engine::color::Color) overload

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fn get_main_texture(self) -> Texture

get_mainTexture() overload

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fn set_main_texture(self, value: impl Into<Texture>)

set_mainTexture(crate::unity_engine::texture::Texture) overload

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fn get_main_texture_offset(self) -> Vector2

get_mainTextureOffset() overload

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fn set_main_texture_offset(self, value: impl Into<Vector2>)

set_mainTextureOffset(crate::unity_engine::vector2::Vector2) overload

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fn get_main_texture_scale(self) -> Vector2

get_mainTextureScale() overload

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fn set_main_texture_scale(self, value: impl Into<Vector2>)

set_mainTextureScale(crate::unity_engine::vector2::Vector2) overload

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fn get_first_property_name_id_by_attribute( self, attribute_flag: impl Into<ShaderPropertyFlags>, ) -> i32

GetFirstPropertyNameIdByAttribute(crate::unity_engine::rendering::shaderpropertyflags::ShaderPropertyFlags) overload

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fn has_property(self, name_id: impl Into<i32>) -> bool

HasProperty(i32) overload

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fn has_property_2(self, name: impl Into<Il2CppString>) -> bool

HasProperty(::unity::Il2CppString) overload

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fn get_render_queue(self) -> i32

get_renderQueue() overload

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

set_renderQueue(i32) overload

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fn get_raw_render_queue(self) -> i32

get_rawRenderQueue() overload

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fn enable_keyword(self, keyword: impl Into<Il2CppString>)

EnableKeyword(::unity::Il2CppString) overload

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fn disable_keyword(self, keyword: impl Into<Il2CppString>)

DisableKeyword(::unity::Il2CppString) overload

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fn is_keyword_enabled(self, keyword: impl Into<Il2CppString>) -> bool

IsKeywordEnabled(::unity::Il2CppString) overload

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fn get_global_illumination_flags(self) -> MaterialGlobalIlluminationFlags

get_globalIlluminationFlags() overload

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fn set_global_illumination_flags( self, value: impl Into<MaterialGlobalIlluminationFlags>, )

set_globalIlluminationFlags(crate::unity_engine::materialglobalilluminationflags::MaterialGlobalIlluminationFlags) overload

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fn get_double_sided_gi(self) -> bool

get_doubleSidedGI() overload

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

set_doubleSidedGI(bool) overload

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fn get_enable_instancing(self) -> bool

get_enableInstancing() overload

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

set_enableInstancing(bool) overload

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fn get_pass_count(self) -> i32

get_passCount() overload

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fn set_shader_pass_enabled( self, pass_name: impl Into<Il2CppString>, enabled: impl Into<bool>, )

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

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fn get_shader_pass_enabled(self, pass_name: impl Into<Il2CppString>) -> bool

GetShaderPassEnabled(::unity::Il2CppString) overload

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fn get_pass_name(self, pass: impl Into<i32>) -> Il2CppString

GetPassName(i32) overload

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fn find_pass(self, pass_name: impl Into<Il2CppString>) -> i32

FindPass(::unity::Il2CppString) overload

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fn set_override_tag( self, tag: impl Into<Il2CppString>, val: impl Into<Il2CppString>, )

SetOverrideTag(::unity::Il2CppString, ::unity::Il2CppString) overload

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fn get_tag_impl( self, tag: impl Into<Il2CppString>, current_sub_shader_only: impl Into<bool>, default_value: impl Into<Il2CppString>, ) -> Il2CppString

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

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fn get_tag( self, tag: impl Into<Il2CppString>, search_fallbacks: impl Into<bool>, default_value: impl Into<Il2CppString>, ) -> Il2CppString

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

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fn get_tag_2( self, tag: impl Into<Il2CppString>, search_fallbacks: impl Into<bool>, ) -> Il2CppString

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

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fn lerp( self, start: impl Into<Material>, end: impl Into<Material>, t: impl Into<f32>, )

Lerp(crate::unity_engine::material::Material, crate::unity_engine::material::Material, f32) overload

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fn set_pass(self, pass: impl Into<i32>) -> bool

SetPass(i32) overload

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fn copy_properties_from_material(self, mat: impl Into<Material>)

CopyPropertiesFromMaterial(crate::unity_engine::material::Material) overload

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fn get_shader_keywords(self) -> Array<Il2CppString>

GetShaderKeywords() overload

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fn set_shader_keywords(self, names: impl Into<Array<Il2CppString>>)

SetShaderKeywords(::unity::Array<::unity::Il2CppString>) overload

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fn compute_crc(self) -> i32

ComputeCRC() overload

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fn get_texture_property_names(self) -> Array<Il2CppString>

GetTexturePropertyNames() overload

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fn get_texture_property_name_i_ds(self) -> Array<i32>

GetTexturePropertyNameIDs() overload

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fn get_texture_property_names_internal(self, out_names: impl Into<Object>)

GetTexturePropertyNamesInternal(crate::system::object::Object) overload

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fn get_texture_property_name_i_ds_internal(self, out_names: impl Into<Object>)

GetTexturePropertyNameIDsInternal(crate::system::object::Object) overload

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fn get_texture_property_names_2( self, out_names: impl Into<List_1<Il2CppString>>, )

GetTexturePropertyNames(crate::system::collections::generic::list_1::List_1<::unity::Il2CppString>) overload

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fn get_texture_property_name_i_ds_2(self, out_names: impl Into<List_1<i32>>)

GetTexturePropertyNameIDs(crate::system::collections::generic::list_1::List_1<i32>) overload

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fn set_float_impl(self, name: impl Into<i32>, value: impl Into<f32>)

SetFloatImpl(i32, f32) overload

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fn set_color_impl(self, name: impl Into<i32>, value: impl Into<Color>)

SetColorImpl(i32, crate::unity_engine::color::Color) overload

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fn set_matrix_impl(self, name: impl Into<i32>, value: impl Into<Matrix4x4>)

SetMatrixImpl(i32, crate::unity_engine::matrix4x4::Matrix4x4) overload

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fn set_texture_impl(self, name: impl Into<i32>, value: impl Into<Texture>)

SetTextureImpl(i32, crate::unity_engine::texture::Texture) overload

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fn set_render_texture_impl( self, name: impl Into<i32>, value: impl Into<RenderTexture>, element: impl Into<RenderTextureSubElement>, )

SetRenderTextureImpl(i32, crate::unity_engine::rendertexture::RenderTexture, crate::unity_engine::rendering::rendertexturesubelement::RenderTextureSubElement) overload

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fn set_buffer_impl(self, name: impl Into<i32>, value: impl Into<ComputeBuffer>)

SetBufferImpl(i32, crate::unity_engine::computebuffer::ComputeBuffer) overload

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fn set_graphics_buffer_impl( self, name: impl Into<i32>, value: impl Into<GraphicsBuffer>, )

SetGraphicsBufferImpl(i32, crate::unity_engine::graphicsbuffer::GraphicsBuffer) overload

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fn set_constant_buffer_impl( self, name: impl Into<i32>, value: impl Into<ComputeBuffer>, offset: impl Into<i32>, size: impl Into<i32>, )

SetConstantBufferImpl(i32, crate::unity_engine::computebuffer::ComputeBuffer, i32, i32) overload

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fn set_constant_graphics_buffer_impl( self, name: impl Into<i32>, value: impl Into<GraphicsBuffer>, offset: impl Into<i32>, size: impl Into<i32>, )

SetConstantGraphicsBufferImpl(i32, crate::unity_engine::graphicsbuffer::GraphicsBuffer, i32, i32) overload

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fn get_float_impl(self, name: impl Into<i32>) -> f32

GetFloatImpl(i32) overload

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fn get_color_impl(self, name: impl Into<i32>) -> Color

GetColorImpl(i32) overload

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fn get_matrix_impl(self, name: impl Into<i32>) -> Matrix4x4

GetMatrixImpl(i32) overload

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fn get_texture_impl(self, name: impl Into<i32>) -> Texture

GetTextureImpl(i32) overload

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fn set_float_array_impl( self, name: impl Into<i32>, values: impl Into<Array<f32>>, count: impl Into<i32>, )

SetFloatArrayImpl(i32, ::unity::Array<f32>, i32) overload

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fn set_vector_array_impl( self, name: impl Into<i32>, values: impl Into<Array<Vector4>>, count: impl Into<i32>, )

SetVectorArrayImpl(i32, ::unity::Array<crate::unity_engine::vector4::Vector4>, i32) overload

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fn set_color_array_impl( self, name: impl Into<i32>, values: impl Into<Array<Color>>, count: impl Into<i32>, )

SetColorArrayImpl(i32, ::unity::Array<crate::unity_engine::color::Color>, i32) overload

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fn set_matrix_array_impl( self, name: impl Into<i32>, values: impl Into<Array<Matrix4x4>>, count: impl Into<i32>, )

SetMatrixArrayImpl(i32, ::unity::Array<crate::unity_engine::matrix4x4::Matrix4x4>, i32) overload

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fn get_float_array_impl(self, name: impl Into<i32>) -> Array<f32>

GetFloatArrayImpl(i32) overload

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fn get_vector_array_impl(self, name: impl Into<i32>) -> Array<Vector4>

GetVectorArrayImpl(i32) overload

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fn get_color_array_impl(self, name: impl Into<i32>) -> Array<Color>

GetColorArrayImpl(i32) overload

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fn get_matrix_array_impl(self, name: impl Into<i32>) -> Array<Matrix4x4>

GetMatrixArrayImpl(i32) overload

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

GetFloatArrayCountImpl(i32) overload

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

GetVectorArrayCountImpl(i32) overload

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

GetColorArrayCountImpl(i32) overload

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

GetMatrixArrayCountImpl(i32) overload

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fn extract_float_array_impl( self, name: impl Into<i32>, val: impl Into<Array<f32>>, )

ExtractFloatArrayImpl(i32, ::unity::Array<f32>) overload

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fn extract_vector_array_impl( self, name: impl Into<i32>, val: impl Into<Array<Vector4>>, )

ExtractVectorArrayImpl(i32, ::unity::Array<crate::unity_engine::vector4::Vector4>) overload

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fn extract_color_array_impl( self, name: impl Into<i32>, val: impl Into<Array<Color>>, )

ExtractColorArrayImpl(i32, ::unity::Array<crate::unity_engine::color::Color>) overload

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fn extract_matrix_array_impl( self, name: impl Into<i32>, val: impl Into<Array<Matrix4x4>>, )

ExtractMatrixArrayImpl(i32, ::unity::Array<crate::unity_engine::matrix4x4::Matrix4x4>) overload

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fn get_texture_scale_and_offset_impl(self, name: impl Into<i32>) -> Vector4

GetTextureScaleAndOffsetImpl(i32) overload

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fn set_texture_offset_impl( self, name: impl Into<i32>, offset: impl Into<Vector2>, )

SetTextureOffsetImpl(i32, crate::unity_engine::vector2::Vector2) overload

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fn set_texture_scale_impl(self, name: impl Into<i32>, scale: impl Into<Vector2>)

SetTextureScaleImpl(i32, crate::unity_engine::vector2::Vector2) overload

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fn set_float_array( self, name: impl Into<i32>, values: impl Into<Array<f32>>, count: impl Into<i32>, )

SetFloatArray(i32, ::unity::Array<f32>, i32) overload

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fn set_vector_array( self, name: impl Into<i32>, values: impl Into<Array<Vector4>>, count: impl Into<i32>, )

SetVectorArray(i32, ::unity::Array<crate::unity_engine::vector4::Vector4>, i32) overload

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fn set_color_array( self, name: impl Into<i32>, values: impl Into<Array<Color>>, count: impl Into<i32>, )

SetColorArray(i32, ::unity::Array<crate::unity_engine::color::Color>, i32) overload

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fn set_matrix_array( self, name: impl Into<i32>, values: impl Into<Array<Matrix4x4>>, count: impl Into<i32>, )

SetMatrixArray(i32, ::unity::Array<crate::unity_engine::matrix4x4::Matrix4x4>, i32) overload

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fn extract_float_array( self, name: impl Into<i32>, values: impl Into<List_1<f32>>, )

ExtractFloatArray(i32, crate::system::collections::generic::list_1::List_1<f32>) overload

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fn extract_vector_array( self, name: impl Into<i32>, values: impl Into<List_1<Vector4>>, )

ExtractVectorArray(i32, crate::system::collections::generic::list_1::List_1<crate::unity_engine::vector4::Vector4>) overload

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fn extract_color_array( self, name: impl Into<i32>, values: impl Into<List_1<Color>>, )

ExtractColorArray(i32, crate::system::collections::generic::list_1::List_1<crate::unity_engine::color::Color>) overload

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fn extract_matrix_array( self, name: impl Into<i32>, values: impl Into<List_1<Matrix4x4>>, )

ExtractMatrixArray(i32, crate::system::collections::generic::list_1::List_1<crate::unity_engine::matrix4x4::Matrix4x4>) 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_id: impl Into<i32>, value: impl Into<f32>)

SetFloat(i32, f32) overload

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

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

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fn set_int_2(self, name_id: impl Into<i32>, value: impl Into<i32>)

SetInt(i32, i32) overload

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fn set_color_2(self, name: impl Into<Il2CppString>, value: impl Into<Color>)

SetColor(::unity::Il2CppString, crate::unity_engine::color::Color) overload

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fn set_color_3(self, name_id: impl Into<i32>, value: impl Into<Color>)

SetColor(i32, crate::unity_engine::color::Color) overload

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fn set_vector(self, name: impl Into<Il2CppString>, value: impl Into<Vector4>)

SetVector(::unity::Il2CppString, crate::unity_engine::vector4::Vector4) overload

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fn set_vector_2(self, name_id: impl Into<i32>, value: impl Into<Vector4>)

SetVector(i32, crate::unity_engine::vector4::Vector4) overload

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fn set_matrix(self, name: impl Into<Il2CppString>, value: impl Into<Matrix4x4>)

SetMatrix(::unity::Il2CppString, crate::unity_engine::matrix4x4::Matrix4x4) overload

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fn set_matrix_2(self, name_id: impl Into<i32>, value: impl Into<Matrix4x4>)

SetMatrix(i32, crate::unity_engine::matrix4x4::Matrix4x4) overload

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fn set_texture(self, name: impl Into<Il2CppString>, value: impl Into<Texture>)

SetTexture(::unity::Il2CppString, crate::unity_engine::texture::Texture) overload

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fn set_texture_2(self, name_id: impl Into<i32>, value: impl Into<Texture>)

SetTexture(i32, crate::unity_engine::texture::Texture) overload

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fn set_texture_3( self, name: impl Into<Il2CppString>, value: impl Into<RenderTexture>, element: impl Into<RenderTextureSubElement>, )

SetTexture(::unity::Il2CppString, crate::unity_engine::rendertexture::RenderTexture, crate::unity_engine::rendering::rendertexturesubelement::RenderTextureSubElement) overload

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fn set_texture_4( self, name_id: impl Into<i32>, value: impl Into<RenderTexture>, element: impl Into<RenderTextureSubElement>, )

SetTexture(i32, crate::unity_engine::rendertexture::RenderTexture, crate::unity_engine::rendering::rendertexturesubelement::RenderTextureSubElement) overload

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fn set_buffer( self, name: impl Into<Il2CppString>, value: impl Into<ComputeBuffer>, )

SetBuffer(::unity::Il2CppString, crate::unity_engine::computebuffer::ComputeBuffer) overload

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fn set_buffer_2(self, name_id: impl Into<i32>, value: impl Into<ComputeBuffer>)

SetBuffer(i32, crate::unity_engine::computebuffer::ComputeBuffer) overload

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fn set_buffer_3( self, name: impl Into<Il2CppString>, value: impl Into<GraphicsBuffer>, )

SetBuffer(::unity::Il2CppString, crate::unity_engine::graphicsbuffer::GraphicsBuffer) overload

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fn set_buffer_4(self, name_id: impl Into<i32>, value: impl Into<GraphicsBuffer>)

SetBuffer(i32, crate::unity_engine::graphicsbuffer::GraphicsBuffer) overload

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fn set_constant_buffer( self, name: impl Into<Il2CppString>, value: impl Into<ComputeBuffer>, offset: impl Into<i32>, size: impl Into<i32>, )

SetConstantBuffer(::unity::Il2CppString, crate::unity_engine::computebuffer::ComputeBuffer, i32, i32) overload

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fn set_constant_buffer_2( self, name_id: impl Into<i32>, value: impl Into<ComputeBuffer>, offset: impl Into<i32>, size: impl Into<i32>, )

SetConstantBuffer(i32, crate::unity_engine::computebuffer::ComputeBuffer, i32, i32) overload

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fn set_constant_buffer_3( self, name: impl Into<Il2CppString>, value: impl Into<GraphicsBuffer>, offset: impl Into<i32>, size: impl Into<i32>, )

SetConstantBuffer(::unity::Il2CppString, crate::unity_engine::graphicsbuffer::GraphicsBuffer, i32, i32) overload

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fn set_constant_buffer_4( self, name_id: impl Into<i32>, value: impl Into<GraphicsBuffer>, offset: impl Into<i32>, size: impl Into<i32>, )

SetConstantBuffer(i32, crate::unity_engine::graphicsbuffer::GraphicsBuffer, i32, i32) overload

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fn set_float_array_2( self, name: impl Into<Il2CppString>, values: impl Into<List_1<f32>>, )

SetFloatArray(::unity::Il2CppString, crate::system::collections::generic::list_1::List_1<f32>) overload

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fn set_float_array_3( self, name_id: impl Into<i32>, values: impl Into<List_1<f32>>, )

SetFloatArray(i32, crate::system::collections::generic::list_1::List_1<f32>) overload

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fn set_float_array_4( self, name: impl Into<Il2CppString>, values: impl Into<Array<f32>>, )

SetFloatArray(::unity::Il2CppString, ::unity::Array<f32>) overload

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fn set_float_array_5( self, name_id: impl Into<i32>, values: impl Into<Array<f32>>, )

SetFloatArray(i32, ::unity::Array<f32>) overload

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fn set_color_array_2( self, name: impl Into<Il2CppString>, values: impl Into<List_1<Color>>, )

SetColorArray(::unity::Il2CppString, crate::system::collections::generic::list_1::List_1<crate::unity_engine::color::Color>) overload

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fn set_color_array_3( self, name_id: impl Into<i32>, values: impl Into<List_1<Color>>, )

SetColorArray(i32, crate::system::collections::generic::list_1::List_1<crate::unity_engine::color::Color>) overload

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fn set_color_array_4( self, name: impl Into<Il2CppString>, values: impl Into<Array<Color>>, )

SetColorArray(::unity::Il2CppString, ::unity::Array<crate::unity_engine::color::Color>) overload

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fn set_color_array_5( self, name_id: impl Into<i32>, values: impl Into<Array<Color>>, )

SetColorArray(i32, ::unity::Array<crate::unity_engine::color::Color>) overload

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fn set_vector_array_2( self, name: impl Into<Il2CppString>, values: impl Into<List_1<Vector4>>, )

SetVectorArray(::unity::Il2CppString, crate::system::collections::generic::list_1::List_1<crate::unity_engine::vector4::Vector4>) overload

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fn set_vector_array_3( self, name_id: impl Into<i32>, values: impl Into<List_1<Vector4>>, )

SetVectorArray(i32, crate::system::collections::generic::list_1::List_1<crate::unity_engine::vector4::Vector4>) overload

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fn set_vector_array_4( self, name: impl Into<Il2CppString>, values: impl Into<Array<Vector4>>, )

SetVectorArray(::unity::Il2CppString, ::unity::Array<crate::unity_engine::vector4::Vector4>) overload

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fn set_vector_array_5( self, name_id: impl Into<i32>, values: impl Into<Array<Vector4>>, )

SetVectorArray(i32, ::unity::Array<crate::unity_engine::vector4::Vector4>) overload

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fn set_matrix_array_2( self, name: impl Into<Il2CppString>, values: impl Into<List_1<Matrix4x4>>, )

SetMatrixArray(::unity::Il2CppString, crate::system::collections::generic::list_1::List_1<crate::unity_engine::matrix4x4::Matrix4x4>) overload

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fn set_matrix_array_3( self, name_id: impl Into<i32>, values: impl Into<List_1<Matrix4x4>>, )

SetMatrixArray(i32, crate::system::collections::generic::list_1::List_1<crate::unity_engine::matrix4x4::Matrix4x4>) overload

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fn set_matrix_array_4( self, name: impl Into<Il2CppString>, values: impl Into<Array<Matrix4x4>>, )

SetMatrixArray(::unity::Il2CppString, ::unity::Array<crate::unity_engine::matrix4x4::Matrix4x4>) overload

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fn set_matrix_array_5( self, name_id: impl Into<i32>, values: impl Into<Array<Matrix4x4>>, )

SetMatrixArray(i32, ::unity::Array<crate::unity_engine::matrix4x4::Matrix4x4>) 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, name_id: impl Into<i32>) -> f32

GetFloat(i32) overload

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

GetInt(::unity::Il2CppString) overload

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fn get_int_2(self, name_id: impl Into<i32>) -> i32

GetInt(i32) overload

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fn get_color_2(self, name: impl Into<Il2CppString>) -> Color

GetColor(::unity::Il2CppString) overload

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fn get_color_3(self, name_id: impl Into<i32>) -> Color

GetColor(i32) overload

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fn get_vector(self, name: impl Into<Il2CppString>) -> Vector4

GetVector(::unity::Il2CppString) overload

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fn get_vector_2(self, name_id: impl Into<i32>) -> Vector4

GetVector(i32) overload

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fn get_matrix(self, name: impl Into<Il2CppString>) -> Matrix4x4

GetMatrix(::unity::Il2CppString) overload

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fn get_matrix_2(self, name_id: impl Into<i32>) -> Matrix4x4

GetMatrix(i32) overload

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fn get_texture(self, name: impl Into<Il2CppString>) -> Texture

GetTexture(::unity::Il2CppString) overload

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fn get_texture_2(self, name_id: impl Into<i32>) -> Texture

GetTexture(i32) overload

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

GetFloatArray(::unity::Il2CppString) overload

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fn get_float_array_2(self, name_id: impl Into<i32>) -> Array<f32>

GetFloatArray(i32) overload

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fn get_color_array(self, name: impl Into<Il2CppString>) -> Array<Color>

GetColorArray(::unity::Il2CppString) overload

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fn get_color_array_2(self, name_id: impl Into<i32>) -> Array<Color>

GetColorArray(i32) overload

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fn get_vector_array(self, name: impl Into<Il2CppString>) -> Array<Vector4>

GetVectorArray(::unity::Il2CppString) overload

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fn get_vector_array_2(self, name_id: impl Into<i32>) -> Array<Vector4>

GetVectorArray(i32) overload

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fn get_matrix_array(self, name: impl Into<Il2CppString>) -> Array<Matrix4x4>

GetMatrixArray(::unity::Il2CppString) overload

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fn get_matrix_array_2(self, name_id: impl Into<i32>) -> Array<Matrix4x4>

GetMatrixArray(i32) overload

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fn get_float_array_3( self, name: impl Into<Il2CppString>, values: impl Into<List_1<f32>>, )

GetFloatArray(::unity::Il2CppString, crate::system::collections::generic::list_1::List_1<f32>) overload

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fn get_float_array_4( self, name_id: impl Into<i32>, values: impl Into<List_1<f32>>, )

GetFloatArray(i32, crate::system::collections::generic::list_1::List_1<f32>) overload

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fn get_color_array_3( self, name: impl Into<Il2CppString>, values: impl Into<List_1<Color>>, )

GetColorArray(::unity::Il2CppString, crate::system::collections::generic::list_1::List_1<crate::unity_engine::color::Color>) overload

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fn get_color_array_4( self, name_id: impl Into<i32>, values: impl Into<List_1<Color>>, )

GetColorArray(i32, crate::system::collections::generic::list_1::List_1<crate::unity_engine::color::Color>) overload

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fn get_vector_array_3( self, name: impl Into<Il2CppString>, values: impl Into<List_1<Vector4>>, )

GetVectorArray(::unity::Il2CppString, crate::system::collections::generic::list_1::List_1<crate::unity_engine::vector4::Vector4>) overload

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fn get_vector_array_4( self, name_id: impl Into<i32>, values: impl Into<List_1<Vector4>>, )

GetVectorArray(i32, crate::system::collections::generic::list_1::List_1<crate::unity_engine::vector4::Vector4>) overload

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fn get_matrix_array_3( self, name: impl Into<Il2CppString>, values: impl Into<List_1<Matrix4x4>>, )

GetMatrixArray(::unity::Il2CppString, crate::system::collections::generic::list_1::List_1<crate::unity_engine::matrix4x4::Matrix4x4>) overload

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fn get_matrix_array_4( self, name_id: impl Into<i32>, values: impl Into<List_1<Matrix4x4>>, )

GetMatrixArray(i32, crate::system::collections::generic::list_1::List_1<crate::unity_engine::matrix4x4::Matrix4x4>) overload

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fn set_texture_offset( self, name: impl Into<Il2CppString>, value: impl Into<Vector2>, )

SetTextureOffset(::unity::Il2CppString, crate::unity_engine::vector2::Vector2) overload

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fn set_texture_offset_2( self, name_id: impl Into<i32>, value: impl Into<Vector2>, )

SetTextureOffset(i32, crate::unity_engine::vector2::Vector2) overload

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fn set_texture_scale( self, name: impl Into<Il2CppString>, value: impl Into<Vector2>, )

SetTextureScale(::unity::Il2CppString, crate::unity_engine::vector2::Vector2) overload

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fn set_texture_scale_2(self, name_id: impl Into<i32>, value: impl Into<Vector2>)

SetTextureScale(i32, crate::unity_engine::vector2::Vector2) overload

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fn get_texture_offset(self, name: impl Into<Il2CppString>) -> Vector2

GetTextureOffset(::unity::Il2CppString) overload

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fn get_texture_offset_2(self, name_id: impl Into<i32>) -> Vector2

GetTextureOffset(i32) overload

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fn get_texture_scale(self, name: impl Into<Il2CppString>) -> Vector2

GetTextureScale(::unity::Il2CppString) overload

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fn get_texture_scale_2(self, name_id: impl Into<i32>) -> Vector2

GetTextureScale(i32) overload

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fn set_color_impl_injected(self, name: impl Into<i32>) -> Color

SetColorImpl_Injected(i32, *mutcrate::unity_engine::color::Color) overload

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fn set_matrix_impl_injected(self, name: impl Into<i32>) -> Matrix4x4

SetMatrixImpl_Injected(i32, *mutcrate::unity_engine::matrix4x4::Matrix4x4) overload

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fn get_color_impl_injected(self, name: impl Into<i32>) -> Color

GetColorImpl_Injected(i32, *mutcrate::unity_engine::color::Color) overload

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fn get_matrix_impl_injected(self, name: impl Into<i32>) -> Matrix4x4

GetMatrixImpl_Injected(i32, *mutcrate::unity_engine::matrix4x4::Matrix4x4) overload

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fn get_texture_scale_and_offset_impl_injected( self, name: impl Into<i32>, ) -> Vector4

GetTextureScaleAndOffsetImpl_Injected(i32, *mutcrate::unity_engine::vector4::Vector4) overload

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fn set_texture_offset_impl_injected(self, name: impl Into<i32>) -> Vector2

SetTextureOffsetImpl_Injected(i32, *mutcrate::unity_engine::vector2::Vector2) overload

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fn set_texture_scale_impl_injected(self, name: impl Into<i32>) -> Vector2

SetTextureScaleImpl_Injected(i32, *mutcrate::unity_engine::vector2::Vector2) 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: IMaterial> IMaterialMethods for __T

Available on crate feature unity_engine-material only.