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engage/generated/app/
aiconst.rs

1// @generated by il2cpp-bindgen — do not edit by hand.
2
3#[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}