Skip to main content

engage/generated/combat/
cameraposition.rs

1// @generated by il2cpp-bindgen — do not edit by hand.
2
3#[cfg(feature = "combat-cameraposition-types")]
4mod __types {
5    #[allow(unused_imports)] use ::unity::prelude::*;
6
7    use super::*;
8    use crate::system::{
9        object::{IObject, Object},
10        r#enum::{Enum, IEnum},
11        valuetype::{IValueType, ValueType},
12    };
13
14    #[doc=include_str!(concat!(env!("CARGO_MANIFEST_DIR"),"/","docs/combat/cameraposition/CameraPosition.md"))]
15    #[repr(C)]
16    #[derive(::core::clone::Clone, ::core::marker::Copy, ::core::fmt::Debug, ::core::cmp::PartialEq, ::core::cmp::Eq)]
17    pub struct CameraPosition {
18        pub value: i32,
19    }
20    impl ::unity::ClassIdentity for CameraPosition {
21        const NAME: &'static str = "CameraPosition";
22        const NAMESPACE: &'static str = "Combat";
23
24        fn class() -> ::unity::Class {
25            static CACHE: ::std::sync::OnceLock<::unity::Class> = ::std::sync::OnceLock::new();
26            *CACHE.get_or_init(|| ::unity::Class::lookup(Self::NAMESPACE, Self::NAME))
27        }
28    }
29    impl ::unity::IlType for CameraPosition {
30        fn il_type() -> &'static ::unity::il2cpp::Il2CppType {
31            &<Self as ::unity::ClassIdentity>::class().raw()._1.byval_arg
32        }
33    }
34    impl CameraPosition {
35        pub fn transition() -> Self {
36            Self { value: 0 }
37        }
38
39        pub fn side_near() -> Self {
40            Self { value: 1 }
41        }
42
43        pub fn side_lookup() -> Self {
44            Self { value: 2 }
45        }
46
47        pub fn side_high() -> Self {
48            Self { value: 3 }
49        }
50
51        pub fn behind_player() -> Self {
52            Self { value: 101 }
53        }
54
55        pub fn behind_player_long() -> Self {
56            Self { value: 102 }
57        }
58
59        pub fn behind_player_high() -> Self {
60            Self { value: 103 }
61        }
62
63        pub fn behind_player_lookup() -> Self {
64            Self { value: 104 }
65        }
66
67        pub fn behind_player_dragonize() -> Self {
68            Self { value: 115 }
69        }
70
71        pub fn behind_player_last_boss() -> Self {
72            Self { value: 120 }
73        }
74
75        pub fn behind_enemy() -> Self {
76            Self { value: 150 }
77        }
78
79        pub fn behind_fort_flying() -> Self {
80            Self { value: 151 }
81        }
82
83        pub fn bird() -> Self {
84            Self { value: 200 }
85        }
86
87        pub fn overhead() -> Self {
88            Self { value: 210 }
89        }
90
91        pub fn orbital() -> Self {
92            Self { value: 300 }
93        }
94
95        pub fn orbital_high() -> Self {
96            Self { value: 301 }
97        }
98
99        pub fn throwing() -> Self {
100            Self { value: 400 }
101        }
102
103        pub fn revenge() -> Self {
104            Self { value: 500 }
105        }
106
107        pub fn bust_up_player() -> Self {
108            Self { value: 600 }
109        }
110
111        pub fn bust_up_eng_atk() -> Self {
112            Self { value: 601 }
113        }
114
115        pub fn full_figure_player() -> Self {
116            Self { value: 700 }
117        }
118
119        pub fn back_figure_player() -> Self {
120            Self { value: 701 }
121        }
122
123        pub fn full_figure_enemy() -> Self {
124            Self { value: 750 }
125        }
126
127        pub fn full_figure_last_boss1() -> Self {
128            Self { value: 751 }
129        }
130
131        pub fn full_figure_last_boss2() -> Self {
132            Self { value: 752 }
133        }
134
135        pub fn selfie() -> Self {
136            Self { value: 800 }
137        }
138
139        pub fn critical_player1() -> Self {
140            Self { value: 850 }
141        }
142
143        pub fn critical_player2() -> Self {
144            Self { value: 851 }
145        }
146
147        pub fn chain_attack1() -> Self {
148            Self { value: 901 }
149        }
150
151        pub fn chain_attack2() -> Self {
152            Self { value: 902 }
153        }
154
155        pub fn chain_attack3() -> Self {
156            Self { value: 903 }
157        }
158
159        pub fn chain_attack4() -> Self {
160            Self { value: 904 }
161        }
162
163        pub fn win_orbital() -> Self {
164            Self { value: 1000 }
165        }
166
167        pub fn win_orbital_r() -> Self {
168            Self { value: 1001 }
169        }
170
171        pub fn die() -> Self {
172            Self { value: 1002 }
173        }
174
175        pub fn sky_die() -> Self {
176            Self { value: 1003 }
177        }
178
179        pub fn win_orbital_big_dragon() -> Self {
180            Self { value: 1010 }
181        }
182
183        pub fn die_big_dragon() -> Self {
184            Self { value: 1012 }
185        }
186
187        pub fn unit_detail() -> Self {
188            Self { value: 5000 }
189        }
190
191        pub fn unit_detail_ride() -> Self {
192            Self { value: 5001 }
193        }
194
195        pub fn unit_detail_last_boss() -> Self {
196            Self { value: 5002 }
197        }
198
199        pub fn unit_detail_last_boss2() -> Self {
200            Self { value: 5006 }
201        }
202
203        pub fn unit_detail_marriage() -> Self {
204            Self { value: 5003 }
205        }
206
207        pub fn unit_detail_big_dragon() -> Self {
208            Self { value: 5004 }
209        }
210
211        pub fn unit_detail_corrupt_animal() -> Self {
212            Self { value: 5005 }
213        }
214
215        pub fn cannon_bow() -> Self {
216            Self { value: 8000 }
217        }
218
219        pub fn cannon_magic() -> Self {
220            Self { value: 8001 }
221        }
222
223        pub fn cannon_fire() -> Self {
224            Self { value: 8002 }
225        }
226
227        pub fn cannon_bow2() -> Self {
228            Self { value: 8050 }
229        }
230
231        pub fn visit_default() -> Self {
232            Self { value: 9000 }
233        }
234
235        pub fn visit_behind() -> Self {
236            Self { value: 9001 }
237        }
238
239        pub fn free_camera() -> Self {
240            Self { value: 9998 }
241        }
242
243        pub fn engage_tmp() -> Self {
244            Self { value: 9999 }
245        }
246
247        pub fn auto() -> Self {
248            Self { value: 6502 }
249        }
250
251        pub fn crosscut_player() -> Self {
252            Self { value: 6800 }
253        }
254
255        pub fn crosscut_enemy() -> Self {
256            Self { value: 6801 }
257        }
258
259        pub fn no_specific() -> Self {
260            Self { value: -1 }
261        }
262    }
263}
264
265#[cfg(feature = "combat-cameraposition-types")]
266pub use __types::*;
267
268#[cfg(feature = "combat-cameraposition")]
269#[doc(hidden)]
270pub mod prelude {
271    pub use super::CameraPosition;
272    #[cfg(feature = "system-object")]
273    pub use crate::system::object::IObjectMethods;
274    #[cfg(feature = "system-enum")]
275    pub use crate::system::r#enum::IEnumMethods;
276    #[cfg(feature = "system-valuetype")]
277    pub use crate::system::valuetype::IValueTypeMethods;
278    pub use crate::system::{object::IObject, r#enum::IEnum, valuetype::IValueType};
279}