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1595
engine/types/Blueprint.d.ts
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engine/types/Blueprint.d.ts
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engine/types/LayaAir.d.ts
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engine/types/LayaAir.d.ts
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2683
engine/types/box2d.d.ts
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engine/types/box2d.d.ts
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engine/types/cannon.d.ts
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engine/types/cannon.d.ts
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295
engine/types/editor-client.d.ts
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engine/types/editor-client.d.ts
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export { };
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declare global {
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export namespace IEditorClient {
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export const ShaderTypePrefix = "Shader.";
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export type DefaultValueComparator = (value: any) => boolean;
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export const TypedArrayClasses: Record<string, any> = {
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"Int8Array": Int8Array,
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"Uint8Array": Uint8Array,
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"Int16Array": Int16Array,
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"Uint16Array": Uint16Array,
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"Int32Array": Int32Array,
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"Uint32Array": Uint32Array,
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"Float32Array": Float32Array
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};
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export type TypeMenuItem = { type: FTypeDescriptor, label: string, icon: string };
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export interface ITypeRegistry {
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readonly types: Readonly<Record<string, FTypeDescriptor>>;
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readonly scriptNameToID: Readonly<Record<string, string>>;
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nodeTypeName: string;
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componentTypeName: string;
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setAllTypes(types: Record<string, FTypeDescriptor>): void;
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isDerivedOf(type: string, baseType: string): boolean;
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isNodeType(type: string): boolean;
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getNodeBaseType(type: string): string;
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getRequireComponents(nodeType: string): Array<string>;
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getAllPropsOfType(type: FTypeDescriptor): Readonly<Record<string, FPropertyDescriptor>>;
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getInitProps(typeDef: FTypeDescriptor): any;
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getDefaultValue(typeDef: FTypeDescriptor, includePrivate?: boolean): any;
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getPropDefaultValue(prop: FPropertyDescriptor): any;
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getDefaultValueComparators(typeDef: FTypeDescriptor): Readonly<Record<string, DefaultValueComparator>>;
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}
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export enum IPCKey {
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CreateNode = 'CreateNode',
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InstantiatePrefab = 'InstantiatePrefab',
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DestroyNode = 'DestroyNode',
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NodeChanged = 'NodeChanged',
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NodeFeaturesChanged = 'NodeStatusChanged',
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GetNodeChildren = 'GetNodeChildren',
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GetNode = 'GetNode',
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SyncNodeProps = 'SyncNodeProps',
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NodeChildrenChanged = 'NodeChildrenChanged',
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ResetNodeChildren = 'ResetNodeChildren',
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SelectionChanged = 'SelectionChanged',
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AddComponent = 'AddComponent',
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ReloadTypes = 'ReloadComponentTypes',
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RunScript = "RunScript",
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CopyNodes = 'CopyNodes',
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PasteNodes = 'PasteNodes',
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DuplicateNodes = 'DuplicateNodes',
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CreatePrefab = 'CreatePrefab',
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FindNodes = 'FindNodes',
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GetResourceProps = "GetResourceProps",
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ResourceChanged = "ResourceChanged",
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SendMessageToPanel = 'SendMessageToPanel',
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PostMessageToPanel = 'PostMessageToPanel',
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}
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export interface IMyScene {
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readonly allNodes: Map<string, WeakRef<IMyNode>>;
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readonly allResources: Map<string, WeakRef<any>>;
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start(): Promise<void>;
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getNodeById(id: string): IMyNode;
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registerNode(node: IMyNode): void;
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findNodes(keyword: string, maxResults?: number): Promise<Array<any>>;
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setProps(obj: IMyNode | IMyComponent, datapath: ReadonlyArray<string>, value: any): Promise<boolean>;
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setResProps(obj: any, datapath: ReadonlyArray<string>, value: any): Promise<boolean>;
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getProps(obj: any): any;
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sendChildChanged(node: IMyNode): void;
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sendNameChanged(node: IMyNode, newName: string): void;
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sendFeaturesChanged(node: IMyNode): void;
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}
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export enum NodeFeatures {
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HasChild = 1,
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RootNode = 2,
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Inactive = 4,
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InPrefab = 8,
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IsPrefab = 16,
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IsPrefabNewAdded = 32,
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IsTopPrefab = 64,
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IsPrefabReadonly = 128,
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HideByEditor = 1024,
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LockByEditor = 2048,
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PrefabMissing = 4096,
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}
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export interface IMyNodeExtra {
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id?: string;
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type?: string;
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selected?: boolean;
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scene?: IMyScene;
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}
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export interface IMyNode {
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hideFlags: number;
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name: string;
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readonly parent: IMyNode;
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readonly destroyed: boolean;
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readonly numChildren: number;
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getChildAt(index: number): IMyNode;
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isAncestorOf(node: IMyNode): boolean;
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hasHideFlag(flag: number): boolean;
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_setBit(type: number, value: boolean): void;
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_getBit(type: number): boolean;
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_extra: IMyNodeExtra;
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}
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export interface IMyComponent {
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readonly owner: IMyNode;
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hideFlags: number;
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enabled: boolean;
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}
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export namespace MyMessagePortStatic {
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/**
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* It is used inside the webview or iframe to create a communication channel with the host.
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* @param queueTask Whether to queue the task. If true, the received messages will be queued and processed sequentially. Defaults to false.
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* @returns The message port.
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*/
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function requestFromHost(queueTask?: boolean): Promise<IMyMessagePort>;
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/**
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* Connect to a named service.
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* @param serviceName Service name.
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* @param subscribe Whether to receive broadcast messages from the service. Defaults to false.
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* @param args Arguments to pass to the service.
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* @returns The message port.
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*/
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function connectService(serviceName: string, subscribe?: boolean, ...args: any[]): IMyMessagePort;
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}
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export interface IMyMessagePort {
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/**
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* A delegate that is called when the port is closed.
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*/
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readonly onClose: IDelegate<() => void>;
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/**
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* Whether to log an error to the console when a received message does not have a corresponding handler function.
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*/
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logHandlerMissing: boolean;
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/**
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* Start the message port.
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*
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* This function only needs to be called when manually constructing a MyMessagePort object. In other cases, such as the object returned by connectService, it does not need to be called.
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*/
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start(): void;
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/**
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* Close the message port.
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*/
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close(): void;
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/**
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* Register a handler function for a channel.
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* @param channel Channel name.
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* @param func Handler function.
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* @param thisArg The this object to bind the handler function to.
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* @param noAwait If true, the handler function will not be awaited. Defaults to false.
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*/
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handle(channel: string, func: (...args: any[]) => Promise<any> | any, thisArg?: any, noAwait?: boolean): void;
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/**
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* Send a message to the other side.
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* @param channel Channel name.
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* @param args Arguments.
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*/
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send(channel: string, ...args: any[]): void;
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/**
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* Send a message to the other side and transfer some Transferable objects.
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* @param channel Channel name.
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* @param transfer Transferable objects.
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* @param args Arguments.
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*/
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transfer(channel: string, transfer: Transferable[], ...args: any[]): void;
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/**
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* Send a message to the other side and expect a response.
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* @param channel Channel name.
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* @param args Arguments.
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* @returns The response.
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*/
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invoke(channel: string, ...args: any[]): Promise<any>;
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/**
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* Manually call a handler function.
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* @param channel Channel name.
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* @param args Arguments.
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* @returns The response.
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*/
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callHandler(channel: string, ...args: any[]): Promise<any>;
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}
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export interface IEditorClientSingleton {
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readonly port: IMyMessagePort;
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readonly scene: IMyScene;
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readonly typeRegistry: ITypeRegistry;
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addStartCallback(callback: () => void | Promise<void>): void;
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sendMessageToPanel(panelId: string, cmd: string, ...args: Array<any>): Promise<any>;
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postMessageToPanel(panelId: string, cmd: string, ...args: Array<any>): Promise<void>;
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runUIScript(command: string, ...args: any[]): Promise<any>;
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}
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/**
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* A delegate that can be used to manage multiple callbacks.
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*/
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export interface IDelegate<T extends (...args: any[]) => any> {
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/**
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* By default, callbacks will be executed directly. Unless this property is set, the delegate will use this method to execute the callback.
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* @param method The method to execute.
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* @param thisArg The this argument of the method.
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* @param args The arguments of the method.
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*/
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executor: (method: Function, thisArg: any, ...args: any[]) => void;
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/**
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* Add a callback.
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* @param callback The callback to add.
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* @param target The this argument of the callback.
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*/
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add(callback: T, target?: any): void;
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/**
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* Add a run-once callback.
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* @param callback The callback to add.
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* @param target The this argument of the callback.
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*/
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once(callback: T, target?: any): void;
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/**
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* Remove a callback.
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* @param callback The callback to remove.
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* @param target The this argument of the callback.
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*/
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remove(callback: T, target?: any): void;
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/**
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* Clear all callbacks.
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*/
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clear(): void;
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/**
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* Clear callbacks for a specific target.
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* @param target The this argument of the callbacks to clear.
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*/
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clearForTarget(target: any): void;
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/**
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* Clear callbacks that meet a specific condition.
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* @param test The test function. Return true to clear the callback.
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*/
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clearFor(test: (target: any, callback: T) => boolean): void;
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/**
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* Count of the callbacks.
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*/
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readonly count: number;
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/**
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* Execute the callbacks immediately.
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* @param args Arguments of the callbacks.
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*/
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invoke(...args: Parameters<T>): void;
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}
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/**
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* The `MyMessagePort` class is used to create a message port object.
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*
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* A message port is a communication channel that allows two different processes to communicate with each other.
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* @param port The native message port.
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* @param queueTask Whether to queue the task. If true, the received messages will be queued and processed sequentially. Defaults to false.
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* @see IMyMessagePort
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* @see MyMessagePortStatic
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*/
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const MyMessagePort: (new (port: MessagePort, queueTask?: boolean) => IMyMessagePort) & typeof MyMessagePortStatic;
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}
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var EditorClient: IEditorClient.IEditorClientSingleton;
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}
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8903
engine/types/editor-env.d.ts
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8903
engine/types/editor-env.d.ts
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3006
engine/types/editor-ui.d.ts
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3006
engine/types/editor-ui.d.ts
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9497
engine/types/editor.d.ts
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9497
engine/types/editor.d.ts
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19
engine/types/glsl.d.ts
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19
engine/types/glsl.d.ts
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declare module '*.glsl' {
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const value: string
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export default value
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}
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declare module '*.vs' {
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const value: string
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export default value
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}
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declare module '*.fs' {
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const value: string
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export default value
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}
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declare module '*.wgsl' {
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const value: string
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export default value
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}
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1320
engine/types/layaAir.minigame.d.ts
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1320
engine/types/layaAir.minigame.d.ts
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1269
engine/types/spine.d.ts
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1269
engine/types/spine.d.ts
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