narraleaf-react 0.9.0 → 0.10.0
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/LICENSE +373 -373
- package/README.md +165 -147
- package/dist/built-in.d.ts +3 -0
- package/dist/built-in.js +1 -0
- package/dist/game/nlcore/action/action.d.ts +9 -5
- package/dist/game/nlcore/action/actionTypes.d.ts +10 -10
- package/dist/game/nlcore/action/actions/menuAction.d.ts +1 -4
- package/dist/game/nlcore/action/logicAction.d.ts +29 -29
- package/dist/game/nlcore/common/elements.d.ts +4 -2
- package/dist/game/nlcore/common/transition.d.ts +2 -1
- package/dist/game/nlcore/elements/built-in/DevTools.d.ts +2 -0
- package/dist/game/nlcore/elements/built-in/built-in.d.ts +2 -0
- package/dist/game/nlcore/elements/built-in/screenEffects.d.ts +31 -0
- package/dist/game/nlcore/elements/character/avatar.d.ts +35 -0
- package/dist/game/nlcore/elements/character/sentence.d.ts +14 -0
- package/dist/game/nlcore/elements/character.d.ts +30 -0
- package/dist/game/nlcore/elements/displayable/displayable.d.ts +84 -0
- package/dist/game/nlcore/elements/displayable/image.d.ts +2 -2
- package/dist/game/nlcore/elements/displayable/text.d.ts +2 -2
- package/dist/game/nlcore/elements/layer.d.ts +1 -2
- package/dist/game/nlcore/elements/scene.d.ts +2 -1
- package/dist/game/nlcore/elements/transform/transform.d.ts +26 -3
- package/dist/game/nlcore/elements/transform/type.d.ts +30 -2
- package/dist/game/nlcore/elements/transition/transitions/image/maskTransition.d.ts +38 -0
- package/dist/game/nlcore/game.d.ts +60 -0
- package/dist/game/nlcore/gameTypes.d.ts +1 -36
- package/dist/game/player/Tasks.d.ts +4 -1
- package/dist/game/player/elements/Player.d.ts +1 -1
- package/dist/game/player/elements/menu/UIMenu/Item.d.ts +3 -2
- package/dist/game/player/elements/menu/type.d.ts +1 -0
- package/dist/game/player/elements/say/Avatar.d.ts +13 -0
- package/dist/game/player/elements/say/Nametag.d.ts +6 -3
- package/dist/game/player/elements/say/Sentence.d.ts +76 -13
- package/dist/game/player/elements/say/UIDialog.d.ts +6 -2
- package/dist/game/player/elements/say/type.d.ts +4 -2
- package/dist/game/player/elements/say/useDialog.d.ts +3 -0
- package/dist/game/player/elements/type.d.ts +27 -2
- package/dist/game/player/gameState.d.ts +5 -0
- package/dist/game/player/lib/AudioManager.d.ts +1 -0
- package/dist/game/player/lib/ErrorFallback.d.ts +5 -1
- package/dist/game/player/lib/Preloaded.d.ts +1 -0
- package/dist/game/player/libElements.d.ts +7 -2
- package/dist/game/player/provider/game-state.d.ts +1 -0
- package/dist/main.js +42 -40
- package/dist/util/data.d.ts +15 -2
- package/package.json +114 -107
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@@ -4,12 +4,22 @@ import { Word } from "../../elements/character/word";
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import type { ScriptCtx } from "../../elements/script";
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import { Sound } from "../../elements/sound";
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import { Color, Font } from "../../types";
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import type { DialogAvatar } from "../../elements/character/avatar";
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/**
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* User-provided runtime metadata attached to a sentence; not serialized with saves.
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* Use plain serializable values when possible.
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*/
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export type SentenceMetadata = Record<string, unknown>;
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export type SentenceConfig = {
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pause?: boolean | number;
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voice: Sound | null;
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character: Character | null;
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voiceId: string | number | null;
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color?: Color;
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/** Optional runtime-only metadata for UI hooks and integrations */
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metadata?: SentenceMetadata;
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/** Optional per-line dialog avatar override. Use `false` to hide the avatar for this sentence. */
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avatar?: DialogAvatar | false;
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} & Font;
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export type SentenceUserConfig = Partial<Omit<SentenceConfig, "voice"> & {
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voice: Sound | string | null | undefined;
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@@ -20,6 +30,10 @@ export type StaticWord<T extends string | DynamicWord | Pausing = string | Dynam
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export type SingleWord = StaticWord | DynamicWord;
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export type SentencePrompt = SingleWord[] | SingleWord;
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export declare class Sentence {
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/**
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* Returns runtime-only user metadata from sentence config; undefined when not set.
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*/
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getMetadata(): SentenceMetadata | undefined;
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/**
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* Build a new sentence from a prompt or mix of words, pauses, and dynamic data.
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* @param text - The sentence prompt used to render the dialogue.
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@@ -4,8 +4,12 @@ import { DeepPartial } from "../../../util/data";
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import { Actionable } from "../action/actionable";
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import { Chained, Proxied } from "../action/chain";
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import { Sentence, SentencePrompt, SentenceUserConfig, SingleWord } from "../elements/character/sentence";
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import type { CharacterPortraitConfig, DialogAvatar } from "../elements/character/avatar";
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import type { Image } from "../elements/displayable/image";
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export type CharacterConfig = {
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color?: Color;
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avatar?: DialogAvatar | false;
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portraits: (Image | CharacterPortraitConfig)[];
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};
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export interface Character {
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(content: string, config?: SentenceUserConfig): Proxied<Character, Chained<LogicAction.Actions>>;
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@@ -58,6 +62,32 @@ export declare class Character extends Actionable<CharacterStateData, Character>
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* ```
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*/
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setName(name: string): Proxied<Character, Chained<LogicAction.Actions>>;
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/**
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* Set the avatar strategy used by dialogs for this character.
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* @param avatar - Image source, resolver, `false` to hide by default, or `null` for no avatar.
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* @example
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* ```ts
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* character.setAvatar("alice-avatar.png");
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* ```
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*/
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setAvatar(avatar: DialogAvatar | false | null): this;
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/**
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* Register a portrait image as a possible visual source for this character's dialog avatar.
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* @param image - The stage image that represents the character.
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* @param config - Optional avatar override for this portrait.
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* @example
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* ```ts
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* character.addPortrait(aliceSprite, { avatar: "alice-happy-avatar.png" });
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* ```
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*/
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addPortrait(image: Image, config?: {
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avatar?: DialogAvatar;
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}): this;
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/**
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* Replace all portrait bindings for this character.
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* @param portraits - Stage images or image/avatar pairs.
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*/
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setPortraits(portraits: (Image | CharacterPortraitConfig)[]): this;
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apply(content: string, config?: SentenceUserConfig): Proxied<Character, Chained<LogicAction.Actions>>;
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apply(content: Sentence): Proxied<Character, Chained<LogicAction.Actions>>;
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apply(content: SentencePrompt, config?: SentenceUserConfig): Proxied<Character, Chained<LogicAction.Actions>>;
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import { LogicAction } from "../../action/logicAction";
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import { EventfulDisplayable } from "../../../player/elements/displayable/type";
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import type { TransformDefinitions } from "../../elements/transform/type";
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import type { ImageSrc } from "../../types";
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export declare abstract class Displayable<StateData extends Record<string, any>, Self extends Displayable<any, any, any>, TransformType extends TransformDefinitions.Types = TransformDefinitions.Types> extends Actionable<StateData, Self> implements EventfulDisplayable {
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/**
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* Set Image Position
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* ```
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*/
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opacity(opacity: number, duration?: number, easing?: TransformDefinitions.EasingDefinition): Proxied<Self, Chained<LogicAction.Actions>>;
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/**
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* Apply visual effects to the Displayable.
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*
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* This is the low-level effect entry. Resource-aware helpers such as
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* {@link Displayable.mask} should be preferred when an effect depends on an image source.
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*
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* @chainable
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*/
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effect(effect: TransformDefinitions.VisualEffectTransformProps, options?: TransformDefinitions.VisualEffectOptions): Proxied<Self, Chained<LogicAction.Actions, Self>>;
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/**
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* Apply an image mask to the Displayable.
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*
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* The source is registered for image preload and resolved to a CSS `url(...)` mask image.
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*
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* @chainable
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*/
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mask(src: ImageSrc, options?: TransformDefinitions.MaskOptions): Proxied<Self, Chained<LogicAction.Actions, Self>>;
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/**
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* Clear the current CSS mask from the Displayable.
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*
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* @chainable
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*/
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clearMask(options?: TransformDefinitions.VisualEffectOptions): Proxied<Self, Chained<LogicAction.Actions, Self>>;
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/**
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* Apply a CSS clip-path to the Displayable.
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*
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* @chainable
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*/
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clip(clipPath: TransformDefinitions.VisualEffectTransformProps["clipPath"], options?: TransformDefinitions.VisualEffectOptions): Proxied<Self, Chained<LogicAction.Actions, Self>>;
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/**
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* Clear the current CSS clip-path from the Displayable.
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*
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* @chainable
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*/
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clearClip(options?: TransformDefinitions.VisualEffectOptions): Proxied<Self, Chained<LogicAction.Actions, Self>>;
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/**
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* Reveal the Displayable with an animated circular clip-path.
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*
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* @chainable
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*/
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circleReveal(options?: TransformDefinitions.CircleRevealOptions): Proxied<Self, Chained<LogicAction.Actions, Self>>;
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/**
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* Close the Displayable with an animated circular clip-path.
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*
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* @chainable
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*/
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circleClose(options?: TransformDefinitions.CircleCloseOptions): Proxied<Self, Chained<LogicAction.Actions, Self>>;
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/**
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* Reveal or close the Displayable with an animated directional wipe.
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*
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* @chainable
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*/
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wipe(options?: TransformDefinitions.WipeOptions): Proxied<Self, Chained<LogicAction.Actions, Self>>;
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/**
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* Apply a CSS filter to the Displayable.
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*
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* @chainable
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*/
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filter(filter: TransformDefinitions.VisualEffectTransformProps["filter"], options?: TransformDefinitions.VisualEffectOptions): Proxied<Self, Chained<LogicAction.Actions, Self>>;
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/**
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* Clear the current CSS filter from the Displayable.
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*
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* @chainable
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*/
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clearFilter(options?: TransformDefinitions.VisualEffectOptions): Proxied<Self, Chained<LogicAction.Actions, Self>>;
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/**
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* Apply a CSS backdrop-filter to the Displayable.
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*
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* @chainable
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*/
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backdrop(backdropFilter: TransformDefinitions.VisualEffectTransformProps["backdropFilter"], options?: TransformDefinitions.VisualEffectOptions): Proxied<Self, Chained<LogicAction.Actions, Self>>;
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/**
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* Apply a CSS mix-blend-mode to the Displayable.
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*
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* @chainable
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*/
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blend(mixBlendMode: TransformDefinitions.VisualEffectTransformProps["mixBlendMode"], options?: TransformDefinitions.VisualEffectOptions): Proxied<Self, Chained<LogicAction.Actions, Self>>;
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/**
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* Apply a transform to the Displayable
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* @chainable
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* ```
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*/
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transform(transform: Transform<TransformType>): Proxied<Self, Chained<LogicAction.Actions, Self>>;
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private registerEffectSrc;
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private static toCSSUrl;
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private static extractCSSUrls;
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private static createClipPathTransform;
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private static circleClipPath;
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private static wipeClipPath;
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/**
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* Show the Displayable
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*
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import { Color,
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import { LogicAction } from "../../game";
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import { FlexibleTuple, SelectElementFromEach } from "../../../../util/data";
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};
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type ImageSrcType<T extends TagGroupDefinition | null = TagGroupDefinition | null> = T extends TagGroupDefinition ? TagDefinition<T> : (Color | ImageSrc);
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export interface IImageUserConfig<Tag extends TagGroupDefinition | null = TagGroupDefinition | null> extends TransformDefinitions.ImageTransformProps {
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/**
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export declare class Transform<T extends TransformDefinitions.Types = TransformDefinitions.Types> {
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type ImageTransformProps = CommonDisplayableConfig & VisualEffectTransformProps;
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};
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} & VisualEffectTransformProps;
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import { TransitionAnimationType, TransitionTask } from "../../../../elements/transition/type";
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type AnimationType = [TransitionAnimationType.Number];
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export type MaskTransitionCircleOptions = {
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duration: number;
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easing?: TransformDefinitions.EasingDefinition;
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center?: string;
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};
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export type MaskTransitionWipeOptions = {
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duration: number;
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easing?: TransformDefinitions.EasingDefinition;
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direction?: TransformDefinitions.WipeDirection;
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reverse?: boolean;
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};
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export declare class MaskTransition extends ImageTransition<AnimationType> {
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private duration;
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private easing;
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private clipPathResolver;
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private constructor();
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/**
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* Reveal the target image through an animated circular clip-path.
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*/
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|
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static circle(options: MaskTransitionCircleOptions): MaskTransition;
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/**
|
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* Reveal or close the target image through an animated directional wipe.
|
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*/
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static wipe(options: MaskTransitionWipeOptions): MaskTransition;
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createTask(): TransitionTask<HTMLImageElement, AnimationType>;
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copy(): MaskTransition;
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private static lerp;
|
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|
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private static circleClipPath;
|
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|
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private static wipeClipPath;
|
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|
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private static formatNumber;
|
|
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|
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}
|
|
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|
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export {};
|
|
@@ -3,9 +3,13 @@ import { DeepPartial, Hooks, StringKeyOf } from "../../util/data";
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import { LogicAction } from "./action/logicAction";
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import { LiveGame } from "./game/liveGame";
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import { Preference } from "./game/preference";
|
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|
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import { GameState } from "../player/gameState";
|
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import { Plugins, IGamePluginRegistry } from "./game/plugin/plugin";
|
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import { LayoutRouter } from "../player/lib/PageRouter/router";
|
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|
import { KeyMap } from "./game/keyMap";
|
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|
+
import type { Storable } from "./elements/persistent/storable";
|
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|
+
import type { Scene } from "./elements/scene";
|
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|
+
import type { LiveGameEventHandler, LiveGameEventToken } from "./types";
|
|
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|
declare enum GameSettingsNamespace {
|
|
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14
|
game = "game"
|
|
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|
}
|
|
@@ -34,6 +38,17 @@ export type GameHooks = {
|
|
|
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|
*/
|
|
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|
"afterRestore": [];
|
|
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|
};
|
|
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|
+
export type GameLifecycleEventContext = {
|
|
42
|
+
game: Game;
|
|
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|
+
gameState: GameState;
|
|
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|
+
liveGame: LiveGame;
|
|
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|
+
storable: Storable;
|
|
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|
+
scene: Scene | null;
|
|
47
|
+
};
|
|
48
|
+
export type GameLifecycleEvents = {
|
|
49
|
+
"event:game.preloadComplete": [ctx: GameLifecycleEventContext];
|
|
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|
+
"event:game.firstSceneReady": [ctx: GameLifecycleEventContext];
|
|
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|
+
};
|
|
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|
export declare class Game {
|
|
38
53
|
static GameSettingsNamespace: typeof GameSettingsNamespace;
|
|
39
54
|
readonly hooks: Hooks<GameHooks>;
|
|
@@ -45,11 +60,17 @@ export declare class Game {
|
|
|
45
60
|
* Game key bindings
|
|
46
61
|
*/
|
|
47
62
|
keyMap: KeyMap;
|
|
63
|
+
static LifecycleEventTypes: {
|
|
64
|
+
[K in keyof GameLifecycleEvents]: K;
|
|
65
|
+
};
|
|
48
66
|
/**
|
|
49
67
|
* Plugin registry
|
|
50
68
|
*/
|
|
51
69
|
plugins: Plugins;
|
|
52
70
|
router: LayoutRouter;
|
|
71
|
+
private readonly lifecycleEvents;
|
|
72
|
+
private preloadCompleteContext;
|
|
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|
+
private firstSceneReadyContext;
|
|
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|
/**
|
|
54
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|
* Create a new game
|
|
55
76
|
* @param config - Game configuration
|
|
@@ -78,6 +99,45 @@ export declare class Game {
|
|
|
78
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|
* @param plugin - The plugin to use
|
|
79
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|
*/
|
|
80
101
|
use(plugin: IGamePluginRegistry): this;
|
|
102
|
+
/**
|
|
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|
+
* Listen for the initial preload pass completing.
|
|
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|
+
*
|
|
105
|
+
* This is the point where the initial preload pass has actually finished.
|
|
106
|
+
* Use {@link whenPreloadComplete} if the listener may be registered after the event has fired.
|
|
107
|
+
*/
|
|
108
|
+
onPreloadComplete(fc: LiveGameEventHandler<GameLifecycleEvents["event:game.preloadComplete"]>): LiveGameEventToken;
|
|
109
|
+
/**
|
|
110
|
+
* Listen once for the initial preload pass completing.
|
|
111
|
+
*/
|
|
112
|
+
oncePreloadComplete(fc: LiveGameEventHandler<GameLifecycleEvents["event:game.preloadComplete"]>): LiveGameEventToken;
|
|
113
|
+
/**
|
|
114
|
+
* Resolve when the initial preload pass has completed.
|
|
115
|
+
*/
|
|
116
|
+
whenPreloadComplete(): Promise<GameLifecycleEventContext>;
|
|
117
|
+
/**
|
|
118
|
+
* Whether the initial preload pass has completed.
|
|
119
|
+
*/
|
|
120
|
+
isPreloadComplete(): boolean;
|
|
121
|
+
/**
|
|
122
|
+
* Listen for the first scene being fully ready.
|
|
123
|
+
*
|
|
124
|
+
* This fires after the initial preload pass has actually finished, after the first
|
|
125
|
+
* scene component is mounted, and after the browser has had a frame to render it.
|
|
126
|
+
* Use {@link whenFirstSceneReady} if the listener may be registered after the event has fired.
|
|
127
|
+
*/
|
|
128
|
+
onFirstSceneReady(fc: LiveGameEventHandler<GameLifecycleEvents["event:game.firstSceneReady"]>): LiveGameEventToken;
|
|
129
|
+
/**
|
|
130
|
+
* Listen once for the first scene being fully ready.
|
|
131
|
+
*/
|
|
132
|
+
onceFirstSceneReady(fc: LiveGameEventHandler<GameLifecycleEvents["event:game.firstSceneReady"]>): LiveGameEventToken;
|
|
133
|
+
/**
|
|
134
|
+
* Resolve when the first scene is fully ready.
|
|
135
|
+
*/
|
|
136
|
+
whenFirstSceneReady(): Promise<GameLifecycleEventContext>;
|
|
137
|
+
/**
|
|
138
|
+
* Whether the first scene is fully ready.
|
|
139
|
+
*/
|
|
140
|
+
isFirstSceneReady(): boolean;
|
|
81
141
|
getLiveGame(): LiveGame;
|
|
82
142
|
/**
|
|
83
143
|
* Dispose the game and all its resources
|
|
@@ -8,7 +8,7 @@ import { GuardConfig } from "../player/guard";
|
|
|
8
8
|
import React from "react";
|
|
9
9
|
import { StackModel, StackModelRawData } from "./action/stackModel";
|
|
10
10
|
import { MenuComponent, NotificationComponent, NvlDialogComponent, SayComponent } from "./common/player";
|
|
11
|
-
import {
|
|
11
|
+
import { LiveGameEventToken } from "./types";
|
|
12
12
|
export interface SavedGameMetaData {
|
|
13
13
|
/**
|
|
14
14
|
* The timestamp of when the game was created
|
|
@@ -251,16 +251,6 @@ export type GameConfig = {
|
|
|
251
251
|
* @default false
|
|
252
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|
*/
|
|
253
253
|
allowSkipVideo: boolean;
|
|
254
|
-
/**
|
|
255
|
-
* The default text color for the dialog
|
|
256
|
-
* @default "#000"
|
|
257
|
-
*/
|
|
258
|
-
defaultTextColor: Color;
|
|
259
|
-
/**
|
|
260
|
-
* The default text color for the character nametag
|
|
261
|
-
* @default "#000"
|
|
262
|
-
*/
|
|
263
|
-
defaultNametagColor: Color;
|
|
264
254
|
/**
|
|
265
255
|
* The component to use for the notification
|
|
266
256
|
* @default DefaultNotification
|
|
@@ -310,36 +300,11 @@ export type GameConfig = {
|
|
|
310
300
|
*/
|
|
311
301
|
guard: GuardConfig;
|
|
312
302
|
};
|
|
313
|
-
/**
|
|
314
|
-
* Default font size for the game
|
|
315
|
-
* @default "16px"
|
|
316
|
-
*/
|
|
317
|
-
fontSize: React.CSSProperties["fontSize"];
|
|
318
|
-
/**
|
|
319
|
-
* Default font weight for the game
|
|
320
|
-
* @default 400
|
|
321
|
-
*/
|
|
322
|
-
fontWeight: number;
|
|
323
|
-
/**
|
|
324
|
-
* Default font weight for the game
|
|
325
|
-
* @default 700
|
|
326
|
-
*/
|
|
327
|
-
fontWeightBold: number;
|
|
328
|
-
/**
|
|
329
|
-
* Default font family for the game
|
|
330
|
-
* @default "sans-serif"
|
|
331
|
-
*/
|
|
332
|
-
fontFamily: React.CSSProperties["fontFamily"];
|
|
333
303
|
/**
|
|
334
304
|
* Override the default stage
|
|
335
305
|
* @default null
|
|
336
306
|
*/
|
|
337
307
|
stage: React.ReactNode | null;
|
|
338
|
-
/**
|
|
339
|
-
* The default color for the menu choices
|
|
340
|
-
* @default "#000"
|
|
341
|
-
*/
|
|
342
|
-
defaultMenuChoiceColor: Color;
|
|
343
308
|
/**
|
|
344
309
|
* The maximum number of times a stack model can loop
|
|
345
310
|
* @default 1000
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
import { Awaitable } from "../../util/data";
|
|
2
2
|
import { GameStateGuard } from "./guard";
|
|
3
|
-
type TimelineStatus = "pending" | "cancelled" | "resolved";
|
|
3
|
+
type TimelineStatus = "pending" | "cancelled" | "resolved" | "failed";
|
|
4
4
|
export declare class Timeline {
|
|
5
5
|
awaitable: Awaitable;
|
|
6
6
|
guard?: GameStateGuard | undefined;
|
|
@@ -74,6 +74,7 @@ export declare class Timeline {
|
|
|
74
74
|
private children;
|
|
75
75
|
private _onResolved;
|
|
76
76
|
private _onCancelled;
|
|
77
|
+
private _onFailed;
|
|
77
78
|
private _onTimelineRegistered;
|
|
78
79
|
private _ableToAttach;
|
|
79
80
|
private _status;
|
|
@@ -82,8 +83,10 @@ export declare class Timeline {
|
|
|
82
83
|
isSettled(): boolean;
|
|
83
84
|
isResolved(): boolean;
|
|
84
85
|
isCancelled(): boolean;
|
|
86
|
+
isFailed(): boolean;
|
|
85
87
|
onResolved(callback: () => void): void;
|
|
86
88
|
onCancelled(callback: () => void): void;
|
|
89
|
+
onFailed(callback: (error: unknown) => void): void;
|
|
87
90
|
onSettled(callback: () => void): void;
|
|
88
91
|
abort(): void;
|
|
89
92
|
attachChild(arg0: Awaitable | Timeline): this;
|
|
@@ -1,4 +1,4 @@
|
|
|
1
1
|
import "client-only";
|
|
2
2
|
import { PlayerProps } from "../elements/type";
|
|
3
3
|
import React from "react";
|
|
4
|
-
export default function Player({ story, width, height, className, onReady, onEnd, onError, children, active, }: Readonly<PlayerProps>): React.JSX.Element;
|
|
4
|
+
export default function Player({ story, width, height, className, onReady, onPreloadComplete, onPreloadedReady, onFirstSceneReady, onEnd, onError, children, active, }: Readonly<PlayerProps>): React.JSX.Element;
|
|
@@ -1,5 +1,6 @@
|
|
|
1
|
+
import { type TextAppearanceProps } from "../../../elements/say/Sentence";
|
|
1
2
|
import React from "react";
|
|
2
|
-
export interface ItemProps {
|
|
3
|
+
export interface ItemProps extends TextAppearanceProps {
|
|
3
4
|
className?: string;
|
|
4
5
|
style?: React.CSSProperties;
|
|
5
6
|
/**
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@@ -9,4 +10,4 @@ export interface ItemProps {
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*/
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bindKey?: string;
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}
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export default function Item({ className, style, bindKey }: ItemProps): React.JSX.Element;
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export default function Item({ className, style, bindKey, defaultColor, fontSize, fontWeight, fontWeightBold, fontFamily, }: ItemProps): React.JSX.Element;
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@@ -0,0 +1,13 @@
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import type { Character } from "../../../nlcore/elements/character";
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import type { Image } from "../../../nlcore/elements/displayable/image";
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import React from "react";
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export type DialogAvatarContext = {
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visible: boolean;
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src: string | null;
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character: Character | null;
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portrait: Image | null;
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alt: string;
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};
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export declare function useAvatar(): DialogAvatarContext;
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export declare function Avatar({ className, style, alt, ...props }: React.ImgHTMLAttributes<HTMLImageElement>): React.JSX.Element | null;
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export default Avatar;
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@@ -1,9 +1,12 @@
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import React from "react";
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import type { Character } from "../../../nlcore/elements/character";
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import type { NvlDialogEntry } from "../../gameState";
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type
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import type { Color } from "../../../../game/nlcore/types";
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export type NametagProps = Omit<React.HTMLAttributes<HTMLDivElement>, "children" | "color"> & {
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entry?: NvlDialogEntry;
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character?: Character | null;
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name?: React.ReactNode;
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color?: Color;
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children?: React.ReactNode;
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};
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export default function Nametag({ entry, character, ...props }: Readonly<NametagProps>): React.JSX.Element;
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export {};
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export default function Nametag({ entry, character, name, color, children, style, ...props }: Readonly<NametagProps>): React.JSX.Element;
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