phaser3-rex-plugins-fix-chun
Version:
169 lines (128 loc) • 4.66 kB
TypeScript
import Folder from '../../folder/Folder';
import Sizer from '../../sizer/Sizer';
import Trees from '../Trees';
import Node from './node/Node';
import Triangle from '../../triangle/Triangle';
import SimpleLabel from '../../simplelabel/SimpleLabel';
export default Tree;
declare namespace Tree {
interface ICreateGameObjectData {
isLeaf?: boolean,
}
type CreateGameObjectCallbackType = (scene: Phaser.Scene, data: ICreateGameObjectData) => Phaser.GameObjects.GameObject;
interface ISpaceConfig extends Folder.ISpaceConfig {
indent?: number,
indentLeft?: number, indentRight?: number, indentTop?: number, indentBottom?: number,
nodeLeft?: number, nodeRight?: number, nodeTop?: number, nodeBottom?: number,
toggleButton?: number,
}
interface IConfig {
background?: CreateGameObjectCallbackType,
toggleButton?: CreateGameObjectCallbackType | Triangle.IConfig,
nodeBackground?: CreateGameObjectCallbackType,
nodeBody?: CreateGameObjectCallbackType | SimpleLabel.IConfig,
transition: Folder.ITransitionConfig,
orientation?: Sizer.OrientationTypes,
space?: ISpaceConfig,
align?: Folder.IAlignConfig,
expand?: Folder.IExpandConfig,
expanded?: boolean,
}
interface IAddTreeConfig {
background?: CreateGameObjectCallbackType | Phaser.GameObjects.GameObject,
toggleButton?: CreateGameObjectCallbackType | Triangle.IConfig | Phaser.GameObjects.GameObject,
nodeBackground?: CreateGameObjectCallbackType | Phaser.GameObjects.GameObject,
nodeBody?: CreateGameObjectCallbackType | SimpleLabel.IConfig | Phaser.GameObjects.GameObject,
transition: Folder.ITransitionConfig,
orientation?: Sizer.OrientationTypes,
space?: ISpaceConfig,
align?: Folder.IAlignConfig,
expand?: Folder.IExpandConfig,
expanded?: boolean,
nodeKey?: string,
}
}
declare class Tree extends Folder {
constructor(
scene: Phaser.Scene,
config?: Tree.IConfig
);
readonly isTree: true;
readonly isNode: false;
readonly nodesMap: { [nodeKey: string]: Phaser.GameObjects.GameObject };
readonly nodeBody: Phaser.GameObjects.GameObject;
addTree(): Tree;
addTree(
config: Tree.IAddTreeConfig
): Tree;
addTree(
nodeKey: string
): Tree;
addTree(
nodeBody: Phaser.GameObjects.GameObject,
nodeKey?: string
): Tree;
insertTree(
index: number,
config?: Tree.IAddTreeConfig | string
): Tree;
addNode(): Phaser.GameObjects.GameObject;
addNode(
config: Sizer.IAddConfig | string
): Phaser.GameObjects.GameObject;
addNode(
gameObject: Phaser.GameObjects.GameObject,
config?: Sizer.IAddConfig | string
): Phaser.GameObjects.GameObject;
insertNode(
index: number
): Phaser.GameObjects.GameObject;
insertNode(
index: number,
config?: Sizer.IAddConfig | string
): Phaser.GameObjects.GameObject;
insertNode(
index: number,
gameObject: Phaser.GameObjects.GameObject,
config?: Sizer.IAddConfig | string
): Phaser.GameObjects.GameObject;
removeNode(
gameObject: Phaser.GameObjects.GameObject | string,
destroyChild?: boolean
): this;
removeAllNodes(
destroyChild?: boolean
): this;
getNode(
key: string
): Phaser.GameObjects.GameObject;
getNodes(
out?: Phaser.GameObjects.GameObject[]
): Phaser.GameObjects.GameObject[];
getAllNodes(
out?: Phaser.GameObjects.GameObject[]
): Phaser.GameObjects.GameObject[];
getTreePatent(
gameObject?: Phaser.GameObjects.GameObject
): Tree | null | undefined;
getTreeRoot(
gameObject?: Phaser.GameObjects.GameObject
): Tree | null | undefined;
getTreesSizer(
gameObject?: Phaser.GameObjects.GameObject
): Trees | null | undefined;
isGrandsonNode(
gameObject: Phaser.GameObjects.GameObject
): boolean;
createTree(
config?: Tree.IConfig | string
): Tree;
setText(text: string): this;
text: string;
setTexture(
key: string | Phaser.Textures.Texture,
frame?: string | number
): this;
readonly texture: Phaser.Textures.Texture | Phaser.Textures.CanvasTexture;
readonly frame: Phaser.Textures.Frame;
}