UNPKG

unreal.js

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A pak reader for games like VALORANT & Fortnite written in Node.JS

168 lines (167 loc) 4.91 kB
"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; }; var __metadata = (this && this.__metadata) || function (k, v) { if (typeof Reflect === "object" && typeof Reflect.metadata === "function") return Reflect.metadata(k, v); }; Object.defineProperty(exports, "__esModule", { value: true }); exports.ULevel_Properties = void 0; const UObject_1 = require("./UObject"); const UProperty_1 = require("../../../util/decorators/UProperty"); /** * ULevel_Properties * @extends {UObject} */ class ULevel_Properties extends UObject_1.UObject { constructor() { super(...arguments); /** * OwningWorld * @type {FPackageIndex} * @public */ this.OwningWorld = null; /** * Model * @type {FPackageIndex} * @public */ this.Model = null; /** * ModelComponents * @type {Array<FPackageIndex>} * @public */ this.ModelComponents = null; /** * ActorCluster * @type {FPackageIndex} * @public */ this.ActorCluster = null; /** * NumTextureStreamingUnbuiltComponents * @type {number} * @public */ this.NumTextureStreamingUnbuiltComponents = null; /** * NumTextureStreamingDirtyResources * @type {number} * @public */ this.NumTextureStreamingDirtyResources = null; /** * LevelScriptActor * @type {FPackageIndex} * @public */ this.LevelScriptActor = null; /** * NavListStart * @type {FPackageIndex} * @public */ this.NavListStart = null; /** * NavListEnd * @type {FPackageIndex} * @public */ this.NavListEnd = null; /** * NavDataChunks * @type {Array<FPackageIndex>} * @public */ this.NavDataChunks = null; /** * LightmapTotalSize * @type {number} * @public */ this.LightmapTotalSize = null; /** * ShadowmapTotalSize * @type {number} * @public */ this.ShadowmapTotalSize = null; /** * StaticNavigableGeometry * @type {Array<FVector>} * @public */ this.StaticNavigableGeometry = null; /** * StreamingTextureGuids * @type {FGuid} * @public */ this.StreamingTextureGuids = null; /** * LevelBuildDataId * @type {FGuid} * @public */ this.LevelBuildDataId = null; /** * MapBuildData * @type {FPackageIndex} * @public */ this.MapBuildData = null; /** * LightBuildLevelOffset * @type {FIntVector} * @public */ this.LightBuildLevelOffset = null; /** * bIsLightingScenario * @type {boolean} * @public */ this.bIsLightingScenario = null; /** * bTextureStreamingRotationChanged * @type {boolean} * @public */ this.bTextureStreamingRotationChanged = null; /** * bStaticComponentsRegisteredInStreamingManager * @type {boolean} * @public */ this.bStaticComponentsRegisteredInStreamingManager = null; /** * bIsVisible * @type {boolean} * @public */ this.bIsVisible = null; /** * WorldSettings * @type {FPackageIndex} * @public */ this.WorldSettings = null; /** * AssetUserData * @type {Array<FPackageIndex>} * @public */ this.AssetUserData = null; //public DestroyedReplicatedStaticActors: FReplicatedStaticActorDestructionInfo[] } } __decorate([ UProperty_1.UProperty({ skipNext: 1 }), __metadata("design:type", Array) ], ULevel_Properties.prototype, "AssetUserData", void 0); exports.ULevel_Properties = ULevel_Properties;