isaacscript-common 15.3.1 → 15.3.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/index.d.ts +7 -5
- package/dist/isaacscript-common.lua +2 -1
- package/dist/src/classes/ModFeature.d.ts +4 -1
- package/dist/src/classes/ModFeature.d.ts.map +1 -1
- package/dist/src/classes/ModFeature.lua +4 -1
- package/dist/src/classes/features/other/RunInNFrames.d.ts +1 -0
- package/dist/src/classes/features/other/RunInNFrames.d.ts.map +1 -1
- package/dist/src/classes/features/other/RunInNFrames.lua +1 -0
- package/dist/src/classes/features/other/SaveDataManager.d.ts +2 -4
- package/dist/src/classes/features/other/SaveDataManager.d.ts.map +1 -1
- package/package.json +1 -1
- package/src/classes/ModFeature.ts +4 -1
- package/src/classes/features/other/RunInNFrames.ts +3 -0
- package/src/classes/features/other/SaveDataManager.ts +2 -4
package/dist/index.d.ts
CHANGED
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@@ -10690,7 +10690,7 @@ declare class ModdedElementSets extends Feature {
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}
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/**
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-
* Helper class for mods that
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* Helper class for mods that want to represent their individual features as classes. Extend your
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* mod features from this class in order to enable the `@Callback` and `@CustomCallback` decorators
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* that automatically subscribe to callbacks.
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*
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@@ -10715,6 +10715,9 @@ declare class ModdedElementSets extends Feature {
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* }
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* ```
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*
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* When instantiating a feature class, you must pass your upgraded mod as the first argument to the
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* constructor.
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*
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* In almost all cases, you will want the callback functions to be immediately subscribed after
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* instantiating the class. However, if this is not the case, you can pass `false` as the optional
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* second argument to the constructor.
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@@ -12440,6 +12443,7 @@ export declare function round(num: float, numDecimalPlaces?: number): float;
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export declare function runDeepCopyTests(): void;
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declare class RunInNFrames extends Feature {
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vConditionalFunc: () => boolean;
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private postUpdate;
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private postRender;
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/**
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@@ -12677,6 +12681,8 @@ declare class SaveDataManager extends Feature {
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* manage them for you. (See below for an example.)
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*
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* In order to use this function, you must upgrade your mod with `ISCFeature.SAVE_DATA_MANAGER`.
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* (Upgrade your mod before registering any of your own callbacks so that the save data manager
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* will run before any of your code does.)
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*
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* The save data manager is meant to be called once for each feature of your mod. In other words,
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* you should not put all of the data for your mod on the same object. Instead, scope your
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@@ -12733,10 +12739,6 @@ declare class SaveDataManager extends Feature {
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* supported. For the specific things that are supported, see the documentation for the `deepCopy`
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* helper function.
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*
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* Note that before using the save data manager, you must call the `upgradeMod` function. (Upgrade
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* your mod before registering any of your own callbacks so that the save data manager will run
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* before any of your code does.)
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*
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* If you want the save data manager to load data before the `POST_PLAYER_INIT` callback (i.e. in
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* the main menu), then you should explicitly call the `saveDataManagerLoad` function. (The save
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* data manager cannot do this on its own because it cannot know when your mod features are
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@@ -1,6 +1,6 @@
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1
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--[[
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2
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-
isaacscript-common 15.3.
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+
isaacscript-common 15.3.2
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This is the "isaacscript-common" library, which was created with the IsaacScript tool.
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@@ -30390,6 +30390,7 @@ __TS__ClassExtends(RunInNFrames, Feature)
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function RunInNFrames.prototype.____constructor(self)
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Feature.prototype.____constructor(self)
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self.v = {run = {queuedGameFunctionTuples = {}, queuedRenderFunctionTuples = {}, intervalGameFunctionTuples = {}, intervalRenderFunctionTuples = {}}}
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self.vConditionalFunc = function() return false end
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self.postUpdate = function()
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local gameFrameCount = game:GetFrameCount()
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checkExecuteQueuedFunctions(nil, gameFrameCount, self.v.run.queuedGameFunctionTuples)
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@@ -2,7 +2,7 @@ import { ModUpgradedBase } from "./ModUpgradedBase";
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export declare const ADD_CALLBACK_ARGS_KEY = "__addCallbackArgs";
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export declare const ADD_CALLBACK_CUSTOM_ARGS_KEY = "__addCallbackCustomArgs";
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/**
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* Helper class for mods that
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* Helper class for mods that want to represent their individual features as classes. Extend your
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* mod features from this class in order to enable the `@Callback` and `@CustomCallback` decorators
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* that automatically subscribe to callbacks.
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*
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@@ -27,6 +27,9 @@ export declare const ADD_CALLBACK_CUSTOM_ARGS_KEY = "__addCallbackCustomArgs";
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* }
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* ```
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*
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* When instantiating a feature class, you must pass your upgraded mod as the first argument to the
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* constructor.
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*
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* In almost all cases, you will want the callback functions to be immediately subscribed after
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* instantiating the class. However, if this is not the case, you can pass `false` as the optional
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* second argument to the constructor.
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"ModFeature.d.ts","sourceRoot":"","sources":["../../../src/classes/ModFeature.ts"],"names":[],"mappings":"AAWA,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AAEpD,eAAO,MAAM,qBAAqB,sBAAsB,CAAC;AACzD,eAAO,MAAM,4BAA4B,4BAA4B,CAAC;AAatE
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+
{"version":3,"file":"ModFeature.d.ts","sourceRoot":"","sources":["../../../src/classes/ModFeature.ts"],"names":[],"mappings":"AAWA,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AAEpD,eAAO,MAAM,qBAAqB,sBAAsB,CAAC;AACzD,eAAO,MAAM,4BAA4B,4BAA4B,CAAC;AAatE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgCG;AAEH,qBAAa,UAAU;IACrB,OAAO,CAAC,GAAG,CAAkB;IAC7B,OAAO,CAAC,WAAW,CAAS;gBAEhB,GAAG,EAAE,eAAe,EAAE,IAAI,UAAO;IAQ7C;;;;;OAKG;IACI,IAAI,CAAC,IAAI,UAAO,GAAG,IAAI;IAqB9B;;;;;;OAMG;IACI,MAAM,IAAI,IAAI;CAGtB"}
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@@ -143,7 +143,7 @@ ____exports.ADD_CALLBACK_ARGS_KEY = "__addCallbackArgs"
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____exports.ADD_CALLBACK_CUSTOM_ARGS_KEY = "__addCallbackCustomArgs"
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WRAPPED_CALLBACK_METHODS_KEY = "__wrappedCallbackMethods"
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WRAPPED_CUSTOM_CALLBACK_METHODS_KEY = "__wrappedCustomCallbacksMethods"
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--- Helper class for mods that
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--- Helper class for mods that want to represent their individual features as classes. Extend your
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-- mod features from this class in order to enable the `@Callback` and `@CustomCallback` decorators
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-- that automatically subscribe to callbacks.
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--
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@@ -168,6 +168,9 @@ WRAPPED_CUSTOM_CALLBACK_METHODS_KEY = "__wrappedCustomCallbacksMethods"
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-- }
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-- ```
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--
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-- When instantiating a feature class, you must pass your upgraded mod as the first argument to the
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-- constructor.
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--
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-- In almost all cases, you will want the callback functions to be immediately subscribed after
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-- instantiating the class. However, if this is not the case, you can pass `false` as the optional
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-- second argument to the constructor.
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"RunInNFrames.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/RunInNFrames.ts"],"names":[],"mappings":"AAAA,OAAO,EAAe,UAAU,EAAE,MAAM,8BAA8B,CAAC;AAKvE,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAgBhD,qBAAa,YAAa,SAAQ,OAAO;
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+
{"version":3,"file":"RunInNFrames.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/RunInNFrames.ts"],"names":[],"mappings":"AAAA,OAAO,EAAe,UAAU,EAAE,MAAM,8BAA8B,CAAC;AAKvE,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAgBhD,qBAAa,YAAa,SAAQ,OAAO;IAavB,gBAAgB,QAAO,OAAO,CAAU;IAaxD,OAAO,CAAC,UAAU,CAWhB;IAGF,OAAO,CAAC,UAAU,CAWhB;IAEF;;;;;;;;OAQG;IAEI,sBAAsB,CAAC,SAAS,CAAC,EAAE,UAAU,GAAG,IAAI;IAM3D;;;;;;;;;;;OAWG;IAEI,gBAAgB,CAAC,IAAI,EAAE,MAAM,IAAI,EAAE,UAAU,EAAE,GAAG,GAAG,IAAI;IAOhE;;;;;;;;;;;OAWG;IAEI,kBAAkB,CAAC,IAAI,EAAE,MAAM,IAAI,EAAE,YAAY,EAAE,GAAG,GAAG,IAAI;IAOpE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA6BG;IAEI,gBAAgB,CAAC,IAAI,EAAE,MAAM,IAAI,GAAG,IAAI;IAI/C;;;;;;;;;OASG;IAEI,kBAAkB,CAAC,IAAI,EAAE,MAAM,IAAI,GAAG,IAAI;IAIjD;;;;;;;;;;;;;;;;;OAiBG;IAEI,qBAAqB,CAC1B,IAAI,EAAE,MAAM,OAAO,EACnB,UAAU,EAAE,GAAG,EACf,cAAc,EAAE,OAAO,GACtB,IAAI;IAWP;;;;;;;;;;;;;;;;;OAiBG;IAEI,uBAAuB,CAC5B,IAAI,EAAE,MAAM,OAAO,EACnB,YAAY,EAAE,GAAG,EACjB,cAAc,EAAE,OAAO,GACtB,IAAI;CAcR"}
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@@ -59,6 +59,7 @@ __TS__ClassExtends(RunInNFrames, Feature)
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function RunInNFrames.prototype.____constructor(self)
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self.v = {run = {queuedGameFunctionTuples = {}, queuedRenderFunctionTuples = {}, intervalGameFunctionTuples = {}, intervalRenderFunctionTuples = {}}}
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self.vConditionalFunc = function() return false end
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self.postUpdate = function()
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checkExecuteQueuedFunctions(nil, gameFrameCount, self.v.run.queuedGameFunctionTuples)
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* manage them for you. (See below for an example.)
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*
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* (Upgrade your mod before registering any of your own callbacks so that the save data manager
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* will run before any of your code does.)
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* supported. For the specific things that are supported, see the documentation for the `deepCopy`
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* helper function.
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* your mod before registering any of your own callbacks so that the save data manager will run
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* before any of your code does.)
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*
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* the main menu), then you should explicitly call the `saveDataManagerLoad` function. (The save
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* data manager cannot do this on its own because it cannot know when your mod features are
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@@ -1 +1 @@
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-
{"version":3,"file":"SaveDataManager.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/SaveDataManager.ts"],"names":[],"mappings":"AASA,OAAO,EAAE,WAAW,EAAE,MAAM,4BAA4B,CAAC;AAMzD,OAAO,EAAE,QAAQ,EAAE,MAAM,8BAA8B,CAAC;AACxD,OAAO,EAAE,QAAQ,EAAE,MAAM,yBAAyB,CAAC;AACnD,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAsBhD,qBAAa,eAAgB,SAAQ,OAAO;IAC1C;;;OAGG;IACH,OAAO,CAAC,GAAG,CAAM;IAEjB;;;;OAIG;IACH,OAAO,CAAC,WAAW,CAAkC;IAErD;;;OAGG;IACH,OAAO,CAAC,mBAAmB,CAAkC;IAE7D;;;OAGG;IACH,OAAO,CAAC,0BAA0B,CAAuC;IAEzE;;;;;;OAMG;IACH,OAAO,CAAC,2BAA2B,CAAkC;IAErE;;;OAGG;IACH,OAAO,CAAC,iBAAiB,CAAkC;IAG3D,OAAO,CAAC,mBAAmB,CAAS;IACpC,OAAO,CAAC,qCAAqC,CAAS;IAyBtD,OAAO,CAAC,2BAA2B,CAUjC;IAGF,OAAO,CAAC,cAAc,CA0BpB;IAGF,OAAO,CAAC,WAAW,CAUjB;IAGF,OAAO,CAAC,YAAY,CAYlB;IAGF,OAAO,CAAC,gBAAgB,CAuBtB;IAEF
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{"version":3,"file":"SaveDataManager.d.ts","sourceRoot":"","sources":["../../../../../src/classes/features/other/SaveDataManager.ts"],"names":[],"mappings":"AASA,OAAO,EAAE,WAAW,EAAE,MAAM,4BAA4B,CAAC;AAMzD,OAAO,EAAE,QAAQ,EAAE,MAAM,8BAA8B,CAAC;AACxD,OAAO,EAAE,QAAQ,EAAE,MAAM,yBAAyB,CAAC;AACnD,OAAO,EAAE,OAAO,EAAE,MAAM,uBAAuB,CAAC;AAsBhD,qBAAa,eAAgB,SAAQ,OAAO;IAC1C;;;OAGG;IACH,OAAO,CAAC,GAAG,CAAM;IAEjB;;;;OAIG;IACH,OAAO,CAAC,WAAW,CAAkC;IAErD;;;OAGG;IACH,OAAO,CAAC,mBAAmB,CAAkC;IAE7D;;;OAGG;IACH,OAAO,CAAC,0BAA0B,CAAuC;IAEzE;;;;;;OAMG;IACH,OAAO,CAAC,2BAA2B,CAAkC;IAErE;;;OAGG;IACH,OAAO,CAAC,iBAAiB,CAAkC;IAG3D,OAAO,CAAC,mBAAmB,CAAS;IACpC,OAAO,CAAC,qCAAqC,CAAS;IAyBtD,OAAO,CAAC,2BAA2B,CAUjC;IAGF,OAAO,CAAC,cAAc,CA0BpB;IAGF,OAAO,CAAC,WAAW,CAUjB;IAGF,OAAO,CAAC,YAAY,CAYlB;IAGF,OAAO,CAAC,gBAAgB,CAuBtB;IAEF;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OAiGG;IACI,eAAe,CAAC,UAAU,EAAE,GAAG,EAAE,KAAK,EAC3C,GAAG,EAAE,MAAM,EAAE,qEAAqE;IAClF,CAAC,EAAE,QAAQ,CAAC,UAAU,EAAE,GAAG,EAAE,KAAK,CAAC,EACnC,eAAe,CAAC,EAAE,MAAM,OAAO,GAC9B,IAAI;IACA,eAAe,CACpB,GAAG,EAAE,MAAM,EAAE,kEAAkE;IAC/E,CAAC,EAAE,QAAQ,EACX,eAAe,EAAE,KAAK,GACrB,IAAI;IAkDP;;OAEG;IACH,OAAO,CAAC,gCAAgC;IAgBxC;;;;;;;;;OASG;IAEI,mBAAmB,IAAI,IAAI;IAIlC;;;;;;OAMG;IAEI,mBAAmB,IAAI,IAAI;IAIlC;;;;;;;OAOG;IAEI,wBAAwB,IAAI,IAAI;IAIvC;;;;;;;;;;;OAWG;IAEI,4BAA4B,CAAC,GAAG,WAAW,EAAE,QAAQ,EAAE,GAAG,IAAI;IAcrE;;;;;OAKG;IAEI,qBAAqB,CAAC,GAAG,EAAE,MAAM,GAAG,IAAI;IAoB/C;;;;;;;;;;;;;;;;;;;;;OAqBG;IAEI,oBAAoB,CAAC,GAAG,EAAE,MAAM,EAAE,cAAc,EAAE,WAAW,GAAG,IAAI;CAqB5E"}
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package/package.json
CHANGED
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/**
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* Helper class for mods that
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* Helper class for mods that want to represent their individual features as classes. Extend your
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* mod features from this class in order to enable the `@Callback` and `@CustomCallback` decorators
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* ```
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* When instantiating a feature class, you must pass your upgraded mod as the first argument to the
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* constructor.
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*
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* instantiating the class. However, if this is not the case, you can pass `false` as the optional
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* second argument to the constructor.
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* manage them for you. (See below for an example.)
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* In order to use this function, you must upgrade your mod with `ISCFeature.SAVE_DATA_MANAGER`.
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* (Upgrade your mod before registering any of your own callbacks so that the save data manager
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* will run before any of your code does.)
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* you should not put all of the data for your mod on the same object. Instead, scope your
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* supported. For the specific things that are supported, see the documentation for the `deepCopy`
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* helper function.
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* Note that before using the save data manager, you must call the `upgradeMod` function. (Upgrade
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* your mod before registering any of your own callbacks so that the save data manager will run
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* before any of your code does.)
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*
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* If you want the save data manager to load data before the `POST_PLAYER_INIT` callback (i.e. in
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* the main menu), then you should explicitly call the `saveDataManagerLoad` function. (The save
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* data manager cannot do this on its own because it cannot know when your mod features are
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