@gmetrixr/rjson
Version:
(R)ecursive Json
111 lines (110 loc) • 3.66 kB
TypeScript
export declare enum RuleAction {
do_nothing = "do_nothing",
autostart = "autostart",
rendered = "rendered",
show = "show",
hide = "hide",
toggle_showhide = "toggle_showhide",
play_resume = "play_resume",
play_seek = "play_seek",
seek_to_timer = "seek_to_timer",
seek_to_end = "seek_to_end",
seek_to_input = "seek_to_input",
pause = "pause",
start = "start",
timer_seek = "timer_seek",
reset = "reset",
volume = "volume",
mute = "mute",
unmute = "unmute",
reset_all_vars = "reset_all_vars",
change_scene = "change_scene",
open_url = "open_url",
open_deployment = "open_deployment",
call_api = "call_api",
award_score = "award_score",
move_to = "move_to",
rotate_by = "rotate_by",
gyro_lock = "gyro_lock",
gyro_unlock = "gyro_unlock",
attach = "attach",
detach = "detach",
effect_start = "effect_start",
effect_stop = "effect_stop",
gltf_preset_start = "gltf_preset_start",
gltf_preset_stop = "gltf_preset_stop",
gltf_preset_start_all = "gltf_preset_start_all",
gltf_preset_stop_all = "gltf_preset_stop_all",
point_to = "point_to",
listen = "listen",
scan = "scan",
toggle_state = "toggle_state",
take_screenshot = "take_screenshot",
show_product_card = "show_product_card",
/**
* The reason we use var_reset and not var for variables is because the text displayed in then action is different
* reset: should reset. var_reset: should reset to default value.
*/
var_reset = "var_reset",
set_to_input = "set_to_input",
set_true = "set_true",
set_false = "set_false",
set_to_number = "set_to_number",
set_to_formula = "set_to_formula",
add_input = "add_input",
add_number = "add_number",
set_to_string = "set_to_string",
find_replace = "find_replace",
append_input = "append_input",
viewer_state_updated = "viewer_state_updated",
toggle_play_pause = "toggle_play_pause",
reset_session = "reset_session",
end_experience = "end_experience",
copy_to_clipboard = "copy_to_clipboard",
load_project = "load_project",
show_product = "show_product",
set_scorm_score_min = "set_scorm_score_min",
set_scorm_score_max = "set_scorm_score_max",
set_scorm_score = "set_scorm_score",
set_scorm_passed = "set_scorm_passed",
set_scorm_failed = "set_scorm_failed",
set_scorm_completed = "set_scorm_completed",
show_item = "show_item",
hide_item = "hide_item",
replace_screen_reader_text = "replace_screen_reader_text",
teleport = "teleport",
wave = "wave",
clap = "clap",
talk = "talk",
speak = "speak"
}
export declare enum ThenActionProperty {
seek_to = "seek_to",
element_id = "element_id",
time = "time",
volume = "volume",
scene_no = "scene_no",
uri = "uri",
target = "target",
number_value = "number_value",
string_value = "string_value",
score = "score",
position = "position",
angle = "angle",
speed = "speed",
effect_choice = "effect_choice",
gltf_preset_choice = "gltf_preset_choice",
loop = "loop",
actionbar_element_id = "actionbar_element_id",
sku = "sku",
url = "url",
product_sku = "product_sku",
item_id = "item_id",
old = "old",
new = "new",
var_id = "var_id",
duration = "duration"
}
export declare const rActionProperties: Record<RuleAction, Array<ThenActionProperty | unknown>>;
export declare const rActionPropertyDefaults: Record<ThenActionProperty, string | number | null>;
export declare const rActionDisplayName: Record<RuleAction, string>;