@adatechnology/game-vehicles-three 0.2.0 → 0.3.0

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package/dist/index.d.ts CHANGED
@@ -117,6 +117,13 @@ type VehicleSoundIds = {
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  readonly crash: string;
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  };
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  declare const defaultSoundIds: VehicleSoundIds;
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+ /** A damaged vehicle of the area: the item id, the fleet vehicle it is built from and the scenario of the kit applied while building. */
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+ type VehicleWreck = {
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+ readonly key: string;
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+ readonly vehicle: string;
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+ readonly scenario: string;
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+ };
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+ declare const DEFAULT_TEST_WRECKS: readonly VehicleWreck[];
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  type VehiclesTestOptions = {
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  /** `en` or `pt-BR` (default). */
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  readonly locale?: string;
@@ -127,6 +134,8 @@ type VehiclesTestOptions = {
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  readonly three?: unknown;
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  /** The vehicles to lay out, as fleet ids (default the 8 of the Frota test: hatch, sedan, pickup, sport bike, box truck, city bus, battle tank, attack helicopter). */
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  readonly vehicles?: readonly string[];
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+ /** Wrecks laid out after the vehicles: item `key` is the fleet vehicle `vehicle` built with the registered damage `scenario` (default `sedan_burnt` and `hatch_burnt`, the fleet's `burnt`; an empty list lays none). */
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+ readonly wrecks?: readonly VehicleWreck[];
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  /** Effect ids requested through `host.effects` (the defaults are ids of `game-vfx`: the Garagem's `car_fuel_tank` blast, the `vehicle_fire`, `vehicle_leak` (pool and drips only), `vehicle_leak_ignited` (the whole sequence) and `vehicle_exhaust` recipes written around a car from `engine_smoke` and `fuel_leak`, and the point-based `glass_burst` and `impact_metal`). */
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  readonly effects?: Partial<VehicleEffectIds>;
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  /** Sound ids requested through `host.audio` (the defaults are the `game-audio` ones: `engine_saw`, `horn`, `sfx_impact`). */
@@ -214,4 +223,4 @@ declare const VEHICLE_SCENARIO_IDS: readonly string[];
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  declare const PAGE_SCENARIO_ALIASES: Readonly<Record<string, string>>;
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  declare const PAGE_ITEM_ALIASES: Readonly<Record<string, string>>;
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- export { type BuildVehicleOptions, type BuiltVehicle, DEFAULT_TEST_VEHICLES, type DocumentLike, type EffectsLike, LITE_CLASSES, type LiteClass, type LiteFusion, type ModuleRoomLike, PAGE_ITEM_ALIASES, PAGE_SCENARIO_ALIASES, PRUNE_BELOW, VEHICLES_AREA_ID, VEHICLE_SCENARIO_IDS, type VehicleEffectIds, type VehicleQuality, type VehicleSoundIds, type VehiclesContext, type VehiclesRoom, type VehiclesTestOptions, type VehiclesThree, type VehiclesThreeOptions, classColor, classify, createVehiclesTestModule, createVehiclesThree, defaultEffectIds, defaultSoundIds, fuse, liteMaterials, liteMeshes, loadVehiclesTestModule };
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+ export { type BuildVehicleOptions, type BuiltVehicle, DEFAULT_TEST_VEHICLES, DEFAULT_TEST_WRECKS, type DocumentLike, type EffectsLike, LITE_CLASSES, type LiteClass, type LiteFusion, type ModuleRoomLike, PAGE_ITEM_ALIASES, PAGE_SCENARIO_ALIASES, PRUNE_BELOW, VEHICLES_AREA_ID, VEHICLE_SCENARIO_IDS, type VehicleEffectIds, type VehicleQuality, type VehicleSoundIds, type VehicleWreck, type VehiclesContext, type VehiclesRoom, type VehiclesTestOptions, type VehiclesThree, type VehiclesThreeOptions, classColor, classify, createVehiclesTestModule, createVehiclesThree, defaultEffectIds, defaultSoundIds, fuse, liteMaterials, liteMeshes, loadVehiclesTestModule };