UNPKG

@typed-tabletop-simulator/declaration

Version:
107 lines (106 loc) 2.37 kB
declare interface TTSSave { SaveName: string; EpochTime: number; Date: string; VersionNumber: string; GameMode: string; GameType: string; GameComplexity: string; PlayingTime: [number, number]; PlayerCounts: [number, number]; Tags: string[]; Gravity: number; PlayArea: number; Table: string; // TODO table name Sky: string; SkyURL: string; /** The on-screen note */ Note: string; /** The content of the notebooks. */ TabStates: { [index: string]: { title: string; body: string; color: string; // player color visibleColor: PlayerColorData; id: string; }; }; MusicPlayer: { RepeatSong: boolean; PlaylistEntry: number; CurrentAudioTitle: string; CurrentAudioURL: string; AudioLibrary: Array<{ // URL to the song Item1: string; // Name of the song Item2: string; }>; }; Grid: { Type: number; // TODO grid type Lines: boolean; Color: ColorData; Opacity: number; ThickLines: boolean; Snapping: boolean; Offset: boolean; BothSnapping: boolean; xSize: number; ySize: number; PosOffset: PositionData; }; Lighting: { LightIntensity: number; LightColor: ColorData; AmbientIntensity: number; AmbientType: number; // TODO type AmbientSkyColor: ColorData; AmbientEquatorColor: ColorData; AmbientGroundColor: ColorData; ReflectionIntensity: number; LutIndex: number; LutContribution: number; LutURL: string; }; Hands: { Enable: boolean; DisableUnused: boolean; Hiding: number; // TODO type }; ComponentTags: { labels: Array<{ displayed: string; normalized: string; }>; }; Turns: { Enable: boolean; Type: number; // TODO type TurnOrder: PlayerColor[]; // TODO player color? Reverse: boolean; SkipEmpty: boolean; DisableInteractions: boolean; PassTurns: boolean; TurnColor: PlayerColor; // TODO player color }; DecalPallet: Array<{ Name: string; ImageURL: string; Size: number; }>; LuaScript: string; LuaScriptState: string; XmlUI: string; CustomUIAssets: Array<{ Name: string; URL: string; }>; SnapPoints: Array<{ Position: PositionData; Rotation: PositionData; }>; /** All objects on the table. */ ObjectStates: ObjectData[]; }