1#[cfg(feature = "app-aiconst-types")]
4mod __types {
5 #[allow(unused_imports)] use ::unity::prelude::*;
6
7 use super::*;
8 use crate::system::object::{IObject, Object};
9
10 #[doc=include_str!(concat!(env!("CARGO_MANIFEST_DIR"),"/","docs/app/aiconst/AIConst.md"))]
11 #[::unity::class(namespace = "App", name = "AIConst")]
12 #[parent(crate::system::object::Object)]
13 pub struct AIConst {
14 #[static_field]
15 #[rename(name = "AI_End")]
16 pub ai_end: i32,
17 #[static_field]
18 #[rename(name = "AI_ActiveCause")]
19 pub ai_active_cause: i32,
20 #[static_field]
21 #[rename(name = "AI_ResultCause")]
22 pub ai_result_cause: i32,
23 #[static_field]
24 #[rename(name = "AI_Action")]
25 pub ai_action: i32,
26 #[static_field]
27 #[rename(name = "AI_Retry")]
28 pub ai_retry: i32,
29 #[static_field]
30 #[rename(name = "AI_Update")]
31 pub ai_update: i32,
32 #[static_field]
33 #[rename(name = "AI_ChangeSeq")]
34 pub ai_change_seq: i32,
35 #[static_field]
36 #[rename(name = "AI_ChangeValue")]
37 pub ai_change_value: i32,
38 #[static_field]
39 #[rename(name = "O_Cause")]
40 pub o_cause: i32,
41 #[static_field]
42 #[rename(name = "O_Mind")]
43 pub o_mind: i32,
44 #[static_field]
45 #[rename(name = "O_Attack")]
46 pub o_attack: i32,
47 #[static_field]
48 #[rename(name = "O_Move")]
49 pub o_move: i32,
50 #[static_field]
51 #[rename(name = "V_Default")]
52 pub v_default: i32,
53 #[static_field]
54 #[rename(name = "V_Max")]
55 pub v_max: i32,
56 #[static_field]
57 #[rename(name = "V_Skip")]
58 pub v_skip: i32,
59 #[static_field]
60 #[rename(name = "V_0")]
61 pub v_0: i32,
62 #[static_field]
63 #[rename(name = "V_1")]
64 pub v_1: i32,
65 #[static_field]
66 #[rename(name = "V_2")]
67 pub v_2: i32,
68 #[static_field]
69 #[rename(name = "V_3")]
70 pub v_3: i32,
71 #[static_field]
72 #[rename(name = "AC_EveryTime")]
73 pub ac_every_time: i32,
74 #[static_field]
75 #[rename(name = "AC_AttackRange")]
76 pub ac_attack_range: i32,
77 #[static_field]
78 #[rename(name = "AC_AttackRangeExcludePerson")]
79 pub ac_attack_range_exclude_person: i32,
80 #[static_field]
81 #[rename(name = "AC_BandRange")]
82 pub ac_band_range: i32,
83 #[static_field]
84 #[rename(name = "AC_BandRangeEvenTurn")]
85 pub ac_band_range_even_turn: i32,
86 #[static_field]
87 #[rename(name = "AC_BandRangeOddTurn")]
88 pub ac_band_range_odd_turn: i32,
89 #[static_field]
90 #[rename(name = "AC_BandRangeExcludePerson")]
91 pub ac_band_range_exclude_person: i32,
92 #[static_field]
93 #[rename(name = "AC_BandRangeExcludeFriend")]
94 pub ac_band_range_exclude_friend: i32,
95 #[static_field]
96 #[rename(name = "AC_HealRange")]
97 pub ac_heal_range: i32,
98 #[static_field]
99 #[rename(name = "AC_AreaEnemy")]
100 pub ac_area_enemy: i32,
101 #[static_field]
102 #[rename(name = "AC_Turn")]
103 pub ac_turn: i32,
104 #[static_field]
105 #[rename(name = "AC_FlagTrue")]
106 pub ac_flag_true: i32,
107 #[static_field]
108 #[rename(name = "AC_FlagFalse")]
109 pub ac_flag_false: i32,
110 #[static_field]
111 #[rename(name = "AC_DoneHeal")]
112 pub ac_done_heal: i32,
113 #[static_field]
114 #[rename(name = "AC_InterferenceRange")]
115 pub ac_interference_range: i32,
116 #[static_field]
117 #[rename(name = "AC_InterferenceRangeExcludePerson")]
118 pub ac_interference_range_exclude_person: i32,
119 #[static_field]
120 #[rename(name = "AC_BandRangeExcludeSelf")]
121 pub ac_band_range_exclude_self: i32,
122 #[static_field]
123 #[rename(name = "RC_Attack")]
124 pub rc_attack: i32,
125 #[static_field]
126 #[rename(name = "RC_Talk")]
127 pub rc_talk: i32,
128 #[static_field]
129 #[rename(name = "RC_Arrive")]
130 pub rc_arrive: i32,
131 #[static_field]
132 #[rename(name = "AT_Default")]
133 pub at_default: i32,
134 #[static_field]
135 #[rename(name = "AT_MiddleLow")]
136 pub at_middle_low: i32,
137 #[static_field]
138 #[rename(name = "AT_Low")]
139 pub at_low: i32,
140 #[static_field]
141 #[rename(name = "AT_Hero")]
142 pub at_hero: i32,
143 #[static_field]
144 #[rename(name = "AT_Person")]
145 pub at_person: i32,
146 #[static_field]
147 #[rename(name = "AT_ExcludePerson")]
148 pub at_exclude_person: i32,
149 #[static_field]
150 #[rename(name = "AT_ExcludeBand")]
151 pub at_exclude_band: i32,
152 #[static_field]
153 #[rename(name = "AT_Job")]
154 pub at_job: i32,
155 #[static_field]
156 #[rename(name = "AT_JobNearestPosition")]
157 pub at_job_nearest_position: i32,
158 #[static_field]
159 #[rename(name = "AT_Force")]
160 pub at_force: i32,
161 #[static_field]
162 #[rename(name = "AT_PriorItem")]
163 pub at_prior_item: i32,
164 #[static_field]
165 #[rename(name = "AT_CrossfireEnd")]
166 pub at_crossfire_end: i32,
167 #[static_field]
168 #[rename(name = "AT_Breath")]
169 pub at_breath: i32,
170 #[static_field]
171 #[rename(name = "AT_BreathMiddleLow")]
172 pub at_breath_middle_low: i32,
173 #[static_field]
174 #[rename(name = "AT_ExcludePerson2")]
175 pub at_exclude_person2: i32,
176 #[static_field]
177 #[rename(name = "RD_Heal")]
178 pub rd_heal: i32,
179 #[static_field]
180 #[rename(name = "RD_Warp")]
181 pub rd_warp: i32,
182 #[static_field]
183 #[rename(name = "RD_WarpFarZ")]
184 pub rd_warp_far_z: i32,
185 #[static_field]
186 #[rename(name = "RD_Rescue")]
187 pub rd_rescue: i32,
188 #[static_field]
189 #[rename(name = "RD_MagicShield")]
190 pub rd_magic_shield: i32,
191 #[static_field]
192 #[rename(name = "IR_Default")]
193 pub ir_default: i32,
194 #[static_field]
195 #[rename(name = "IR_HighMagic")]
196 pub ir_high_magic: i32,
197 #[static_field]
198 #[rename(name = "IR_LowMagic")]
199 pub ir_low_magic: i32,
200 #[static_field]
201 #[rename(name = "IR_Person")]
202 pub ir_person: i32,
203 #[static_field]
204 #[rename(name = "IR_ExcludePerson")]
205 pub ir_exclude_person: i32,
206 #[static_field]
207 #[rename(name = "IR_Weapon")]
208 pub ir_weapon: i32,
209 #[static_field]
210 #[rename(name = "IR_Frequency")]
211 pub ir_frequency: i32,
212 #[static_field]
213 #[rename(name = "HE_Default")]
214 pub he_default: i32,
215 #[static_field]
216 #[rename(name = "HE_MiddleLow")]
217 pub he_middle_low: i32,
218 #[static_field]
219 #[rename(name = "HE_NearingHero")]
220 pub he_nearing_hero: i32,
221 #[static_field]
222 #[rename(name = "EG_Attack")]
223 pub eg_attack: i32,
224 #[static_field]
225 #[rename(name = "EG_Dance")]
226 pub eg_dance: i32,
227 #[static_field]
228 #[rename(name = "EG_Vision")]
229 pub eg_vision: i32,
230 #[static_field]
231 #[rename(name = "EG_Pierce")]
232 pub eg_pierce: i32,
233 #[static_field]
234 #[rename(name = "EG_Bless")]
235 pub eg_bless: i32,
236 #[static_field]
237 #[rename(name = "EG_BlessPerson")]
238 pub eg_bless_person: i32,
239 #[static_field]
240 #[rename(name = "EG_Wait")]
241 pub eg_wait: i32,
242 #[static_field]
243 #[rename(name = "EG_Summon")]
244 pub eg_summon: i32,
245 #[static_field]
246 #[rename(name = "EG_Overlap")]
247 pub eg_overlap: i32,
248 #[static_field]
249 #[rename(name = "MI_Talk")]
250 pub mi_talk: i32,
251 #[static_field]
252 #[rename(name = "MI_Treasure")]
253 pub mi_treasure: i32,
254 #[static_field]
255 #[rename(name = "MI_Village")]
256 pub mi_village: i32,
257 #[static_field]
258 #[rename(name = "MI_Escape")]
259 pub mi_escape: i32,
260 #[static_field]
261 #[rename(name = "MI_EscapeSlow")]
262 pub mi_escape_slow: i32,
263 #[static_field]
264 #[rename(name = "MI_BreakDown")]
265 pub mi_break_down: i32,
266 #[static_field]
267 #[rename(name = "MI_Dance")]
268 pub mi_dance: i32,
269 #[static_field]
270 #[rename(name = "MI_TerrainDestroy")]
271 pub mi_terrain_destroy: i32,
272 #[static_field]
273 #[rename(name = "MI_Torch")]
274 pub mi_torch: i32,
275 #[static_field]
276 #[rename(name = "MI_Guard")]
277 pub mi_guard: i32,
278 #[static_field]
279 #[rename(name = "MI_GuardBattleScore")]
280 pub mi_guard_battle_score: i32,
281 #[static_field]
282 #[rename(name = "MI_GuardPerson")]
283 pub mi_guard_person: i32,
284 #[static_field]
285 #[rename(name = "MI_GuardNoMove")]
286 pub mi_guard_no_move: i32,
287 #[static_field]
288 #[rename(name = "MV_Return")]
289 pub mv_return: i32,
290 #[static_field]
291 #[rename(name = "MV_Idle")]
292 pub mv_idle: i32,
293 #[static_field]
294 #[rename(name = "MV_AttackRange")]
295 pub mv_attack_range: i32,
296 #[static_field]
297 #[rename(name = "MV_AttackRangeSide")]
298 pub mv_attack_range_side: i32,
299 #[static_field]
300 #[rename(name = "MV_AttackRangeExcludePerson")]
301 pub mv_attack_range_exclude_person: i32,
302 #[static_field]
303 #[rename(name = "MV_AttackRangeIgnore")]
304 pub mv_attack_range_ignore: i32,
305 #[static_field]
306 #[rename(name = "MV_WeakRange")]
307 pub mv_weak_range: i32,
308 #[static_field]
309 #[rename(name = "MV_WeakRangeSide")]
310 pub mv_weak_range_side: i32,
311 #[static_field]
312 #[rename(name = "MV_HealRange")]
313 pub mv_heal_range: i32,
314 #[static_field]
315 #[rename(name = "MV_Hero")]
316 pub mv_hero: i32,
317 #[static_field]
318 #[rename(name = "MV_Person")]
319 pub mv_person: i32,
320 #[static_field]
321 #[rename(name = "MV_Position")]
322 pub mv_position: i32,
323 #[static_field]
324 #[rename(name = "MV_Force")]
325 pub mv_force: i32,
326 #[static_field]
327 #[rename(name = "MV_ForceExcludePerson")]
328 pub mv_force_exclude_person: i32,
329 #[static_field]
330 #[rename(name = "MV_Treasure")]
331 pub mv_treasure: i32,
332 #[static_field]
333 #[rename(name = "MV_Village")]
334 pub mv_village: i32,
335 #[static_field]
336 #[rename(name = "MV_Escape")]
337 pub mv_escape: i32,
338 #[static_field]
339 #[rename(name = "MV_NearestFriend")]
340 pub mv_nearest_friend: i32,
341 #[static_field]
342 #[rename(name = "MV_TerrainDestroy")]
343 pub mv_terrain_destroy: i32,
344 #[static_field]
345 #[rename(name = "MV_Retreat")]
346 pub mv_retreat: i32,
347 #[static_field]
348 #[rename(name = "MV_BreakDown")]
349 pub mv_break_down: i32,
350 #[static_field]
351 #[rename(name = "MV_Terrain")]
352 pub mv_terrain: i32,
353 #[static_field]
354 #[rename(name = "MV_Rewarp")]
355 pub mv_rewarp: i32,
356 #[static_field]
357 #[rename(name = "MV_AttackRangeExcludePerson2")]
358 pub mv_attack_range_exclude_person2: i32,
359 #[static_field]
360 #[rename(name = "CS_Battle")]
361 pub cs_battle: i32,
362 #[static_field]
363 #[rename(name = "CS_Overlap")]
364 pub cs_overlap: i32,
365 #[static_field]
366 #[rename(name = "CS_OverlapNoEnemy")]
367 pub cs_overlap_no_enemy: i32,
368 #[static_field]
369 #[rename(name = "CS_FullBullet")]
370 pub cs_full_bullet: i32,
371 #[static_field]
372 #[rename(name = "CS_Decoy")]
373 pub cs_decoy: i32,
374 #[static_field]
375 #[rename(name = "CS_Enchant")]
376 pub cs_enchant: i32,
377 #[static_field]
378 #[rename(name = "CS_EnchantHeal")]
379 pub cs_enchant_heal: i32,
380 #[static_field]
381 #[rename(name = "CS_Strategy")]
382 pub cs_strategy: i32,
383 #[static_field]
384 #[rename(name = "CS_Trimasteries")]
385 pub cs_trimasteries: i32,
386 #[static_field]
387 #[rename(name = "CS_Contract")]
388 pub cs_contract: i32,
389 #[static_field]
390 #[rename(name = "CS_Yell")]
391 pub cs_yell: i32,
392 #[static_field]
393 #[rename(name = "CS_Gaze")]
394 pub cs_gaze: i32,
395 #[static_field]
396 #[rename(name = "VS_Plan")]
397 pub vs_plan: i32,
398 #[static_field]
399 #[rename(name = "VS_EG_Engage")]
400 pub vs_eg_engage: i32,
401 #[static_field]
402 #[rename(name = "VS_EG_Attack")]
403 pub vs_eg_attack: i32,
404 #[static_field]
405 #[rename(name = "VS_AT_MiddleLow")]
406 pub vs_at_middle_low: i32,
407 #[static_field]
408 #[rename(name = "VS_GodSkill")]
409 pub vs_god_skill: i32,
410 #[static_field]
411 #[rename(name = "VS_MI_Dance")]
412 pub vs_mi_dance: i32,
413 #[static_field]
414 #[rename(name = "VS_MI_Guard")]
415 pub vs_mi_guard: i32,
416 #[static_field]
417 #[rename(name = "VS_MI_FireCannon")]
418 pub vs_mi_fire_cannon: i32,
419 #[static_field]
420 #[rename(name = "VS_MI_TerrainDestroy")]
421 pub vs_mi_terrain_destroy: i32,
422 #[static_field]
423 #[rename(name = "VS_CS_Enchant")]
424 pub vs_cs_enchant: i32,
425 #[static_field]
426 #[rename(name = "VS_CS_EnchantHeal")]
427 pub vs_cs_enchant_heal: i32,
428 #[static_field]
429 #[rename(name = "VS_CS_FullBullet")]
430 pub vs_cs_full_bullet: i32,
431 }
432}
433
434#[cfg(feature = "app-aiconst-types")]
435pub use __types::*;
436
437#[cfg(feature = "app-aiconst")]
438pub trait IAIConstMethods: IAIConst {
439 #[doc = "`.ctor()` overload"]
440 fn ctor(self) -> () {
441 unsafe {
442 let __receiver = <AIConst as ::unity::FromIlInstance>::from_il_instance(<Self as ::unity::SystemObject>::as_instance(self));
443 ::unity::il2cpp_call!((::unity::module_base()+0x192d0d0usize)as*mut u8,();
444(AIConst)__receiver)
445 }
446 }
447}
448
449#[cfg(feature = "app-aiconst")]
450impl<__T: IAIConst> IAIConstMethods for __T {}
451
452#[cfg(feature = "app-aiconst")]
453impl AIConst {
454 pub fn ctor_method_info() -> &'static ::unity::il2cpp::MethodInfo {
455 <Self as ::unity::ClassIdentity>::class().raw().get_methods()[0]
456 }
457}
458
459#[cfg(feature = "app-aiconst")]
460impl AIConst {
461 #[doc = "`.ctor()` — no args"]
462 pub fn new() -> Self {
463 let this = <Self as ::unity::FromIlInstance>::instantiate().unwrap_or_else(|| {
464 panic!(
465 "{}
466::{}
467 failed to instantiate",
468 ::core::stringify!(AIConst),
469 ::core::stringify!(new),
470 )
471 });
472 <Self as IAIConstMethods>::ctor(this);
473 this
474 }
475}
476
477#[cfg(feature = "app-aiconst")]
478#[doc(hidden)]
479pub mod prelude {
480 pub use super::{AIConst, IAIConst, IAIConstMethods};
481 pub use crate::system::object::IObject;
482 #[cfg(feature = "system-object")]
483 pub use crate::system::object::IObjectMethods;
484}