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isaacscript-common

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Helper functions and features for IsaacScript mods.

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"use strict"; var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; return c > 3 && r && Object.defineProperty(target, key, r), r; }; Object.defineProperty(exports, "__esModule", { value: true }); exports.RoomClearFrame = void 0; const cachedClasses_1 = require("../../../core/cachedClasses"); const decorators_1 = require("../../../decorators"); const ModCallbackCustom_1 = require("../../../enums/ModCallbackCustom"); const Feature_1 = require("../../private/Feature"); const v = { room: { roomClearGameFrame: undefined, roomClearRenderFrame: undefined, roomClearRoomFrame: undefined, }, }; class RoomClearFrame extends Feature_1.Feature { /** @internal */ v = v; /** @internal */ constructor() { super(); this.customCallbacksUsed = [ [ ModCallbackCustom_1.ModCallbackCustom.POST_ROOM_CLEAR_CHANGED, this.postRoomClearChangedTrue, ], ]; } // ModCallbackCustom.POST_ROOM_CLEAR_CHANGED // true postRoomClearChangedTrue = () => { const gameFrameCount = cachedClasses_1.game.GetFrameCount(); const room = cachedClasses_1.game.GetRoom(); const roomFrameCount = room.GetFrameCount(); const renderFrameCount = Isaac.GetFrameCount(); v.room.roomClearGameFrame = gameFrameCount; v.room.roomClearRenderFrame = renderFrameCount; v.room.roomClearRoomFrame = roomFrameCount; }; /** * Helper function to get the game frame (i.e. `Game.GetFrameCount`) of the last time that this * room was cleared. Returns undefined if the room has never been cleared. * * Note that if the room is left, all room clear tracking for it will be discarded. * * In order to use this function, you must upgrade your mod with `ISCFeature.ROOM_CLEAR_FRAME`. * * @public */ getRoomClearGameFrame() { return v.room.roomClearGameFrame; } /** * Helper function to get the render frame (i.e. `Isaac.GetFrameCount`) of the last time that this * room was cleared. Returns undefined if the room has never been cleared. * * Note that if the room is left, all room clear tracking for it will be discarded. * * In order to use this function, you must upgrade your mod with `ISCFeature.ROOM_CLEAR_FRAME`. * * @public */ getRoomClearRenderFrame() { return v.room.roomClearRenderFrame; } /** * Helper function to get the room frame (i.e. `Room.GetFrameCount`) of the last time that this * room was cleared. Returns undefined if the room has never been cleared. * * Note that if the room is left, all room clear tracking for it will be discarded. * * In order to use this function, you must upgrade your mod with `ISCFeature.ROOM_CLEAR_FRAME`. * * @public */ getRoomClearRoomFrame() { return v.room.roomClearRoomFrame; } } exports.RoomClearFrame = RoomClearFrame; __decorate([ decorators_1.Exported ], RoomClearFrame.prototype, "getRoomClearGameFrame", null); __decorate([ decorators_1.Exported ], RoomClearFrame.prototype, "getRoomClearRenderFrame", null); __decorate([ decorators_1.Exported ], RoomClearFrame.prototype, "getRoomClearRoomFrame", null);