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@gmetrixr/rjson

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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>;