engage/generated/combat/
cameraposition.rs1#[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}