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bc-minecraft-bedrock-types

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The typescript library that provides default types for minecraft bedrock

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"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); exports.ModeUtil = exports.Modes = void 0; const camera_shake_1 = require("./camera-shake"); const cause_type_1 = require("./cause-type"); const clone_1 = require("./clone"); const difficulty_1 = require("./difficulty"); const dimension_1 = require("./dimension"); const easing_1 = require("./easing"); const fill_1 = require("./fill"); const gamemode_1 = require("./gamemode"); const handtype_1 = require("./handtype"); const hud_elements_1 = require("./hud-elements"); const hud_visibility_1 = require("./hud-visibility"); const locate_feature_1 = require("./locate-feature"); const mask_1 = require("./mask"); const mirror_1 = require("./mirror"); const mode_handler_1 = require("./mode-handler"); const music_repeat_1 = require("./music-repeat"); const old_block_1 = require("./old-block"); const operation_1 = require("./operation"); const permissions_1 = require("./permissions"); const replace_1 = require("./replace"); const ride_fill_1 = require("./ride-fill"); const ride_rules_1 = require("./ride-rules"); const rotation_1 = require("./rotation"); const save_1 = require("./save"); const scan_1 = require("./scan"); const selector_attribute_1 = require("./selector-attribute"); const selector_type_1 = require("./selector-type"); const slot_type_1 = require("./slot-type"); const structure_animation_1 = require("./structure-animation"); const teleport_rules_1 = require("./teleport-rules"); const time_1 = require("./time"); /**The collection of modes for minecraft */ var Modes; (function (Modes) { /** The mode: CameraShake **/ Modes.CameraShake = new mode_handler_1.ModeHandler(camera_shake_1.CameraShakeMode); /** The mode: CauseType **/ Modes.CauseType = new mode_handler_1.ModeHandler(cause_type_1.CauseTypeMode); /** The mode: Clone **/ Modes.Clone = new mode_handler_1.ModeHandler(clone_1.CloneMode); /** The mode: Difficulty **/ Modes.Difficulty = new mode_handler_1.ModeHandler(difficulty_1.DifficultyMode); /** The mode: Dimension **/ Modes.Dimension = new mode_handler_1.ModeHandler(dimension_1.DimensionMode); /** The mode: Easing */ Modes.Easing = new mode_handler_1.ModeHandler(easing_1.EasingMode); /** The mode: Fill **/ Modes.Fill = new mode_handler_1.ModeHandler(fill_1.FillMode); /** The mode: Gamemode **/ Modes.Gamemode = new mode_handler_1.ModeHandler(gamemode_1.GameMode); /** The mode: Hand type **/ Modes.HandType = new mode_handler_1.ModeHandler(handtype_1.HandTypeMode); /** The mode: Hud element **/ Modes.HudElement = new mode_handler_1.ModeHandler(hud_elements_1.HudElementMode); /** The mode: Hud visiblity **/ Modes.HudVisibility = new mode_handler_1.ModeHandler(hud_visibility_1.HudVisibilityMode); /** The mode: LocateFeature **/ Modes.LocateFeature = new mode_handler_1.ModeHandler(locate_feature_1.LocateFeatureMode); /** The mode: Mask **/ Modes.Mask = new mode_handler_1.ModeHandler(mask_1.MaskMode); /** The mode: Mirror **/ Modes.Mirror = new mode_handler_1.ModeHandler(mirror_1.MirrorMode); /** The mode: MusicRepeat **/ Modes.MusicRepeat = new mode_handler_1.ModeHandler(music_repeat_1.MusicRepeatMode); /** The mode: OldBlock **/ Modes.OldBlock = new mode_handler_1.ModeHandler(old_block_1.OldBlockMode); /** The mode: Operation **/ Modes.Operation = new mode_handler_1.ModeHandler(operation_1.OperationMode); /** The mode: Permission **/ Modes.Permission = new mode_handler_1.ModeHandler(permissions_1.PermissionMode); /** The mode: Permission State **/ Modes.PermissionState = new mode_handler_1.ModeHandler(permissions_1.PermissionStateMode); /** The mode: Replace **/ Modes.Replace = new mode_handler_1.ModeHandler(replace_1.ReplaceMode); /** The mode: RideFill **/ Modes.RideFill = new mode_handler_1.ModeHandler(ride_fill_1.RideFillMode); /** The mode: RideRules **/ Modes.RideRules = new mode_handler_1.ModeHandler(ride_rules_1.RideRulesMode); /** The mode: Rotation **/ Modes.Rotation = new mode_handler_1.ModeHandler(rotation_1.RotationMode); /** The mode: Save **/ Modes.Save = new mode_handler_1.ModeHandler(save_1.SaveMode); /** The mode: Scan **/ Modes.Scan = new mode_handler_1.ModeHandler(scan_1.ScanMode); /** The mode: Selector Attribute **/ Modes.SelectorAttribute = new mode_handler_1.ModeHandler(selector_attribute_1.SelectorAttributeMode); /** The mode: Selector Type **/ Modes.SelectorType = new mode_handler_1.ModeHandler(selector_type_1.SelectorTypeMode); /** The mode: Selector Type **/ Modes.SlotType = new mode_handler_1.ModeHandler(slot_type_1.SlotTypeModes); /** The mode: StructureAnimation **/ Modes.StructureAnimation = new mode_handler_1.ModeHandler(structure_animation_1.StructureAnimationMode); /** The mode: TeleportRules **/ Modes.TeleportRules = new mode_handler_1.ModeHandler(teleport_rules_1.TeleportRulesMode); /** The mode: Time **/ Modes.Time = new mode_handler_1.ModeHandler(time_1.TimeMode); })(Modes || (exports.Modes = Modes = {})); var ModeUtil; (function (ModeUtil) { /** * gets all the modes * @returns A collection of modes */ function getModes() { return Object.values(Modes).filter((value) => value instanceof mode_handler_1.ModeHandler); } ModeUtil.getModes = getModes; /** * tries to get the mode by name * @param name The name of the mode * @returns The mode or undefined */ function getMode(name) { return getModes().find((mode) => mode.name === name); } ModeUtil.getMode = getMode; /** * gets all the mode names * @returns A collection of mode names */ function getModeNames() { return getModes().map((mode) => mode.name); } ModeUtil.getModeNames = getModeNames; })(ModeUtil || (exports.ModeUtil = ModeUtil = {})); //# sourceMappingURL=modes.js.map