UNPKG

unreal.js

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

223 lines (222 loc) 5.23 kB
"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); exports.UTimelineTemplate = exports.FTTLinearColorTrack = exports.FTTVectorTrack = exports.FTTFloatTrack = exports.FTTPropertyTrack = exports.FTTEventTrack = exports.FTTTrackBase = void 0; const UObject_1 = require("./UObject"); /** * FTTTrackBase */ class FTTTrackBase { constructor() { /** * TrackName * @type {FName} * @public */ this.TrackName = null; /** * bIsExternalCurve * @type {boolean} * @public */ this.bIsExternalCurve = null; } } exports.FTTTrackBase = FTTTrackBase; /** * FTTEventTrack * @extends {FTTTrackBase} */ class FTTEventTrack extends FTTTrackBase { constructor() { super(...arguments); /** * FunctionName * @type {FName} * @public */ this.FunctionName = null; /** * CurveKeys * @type {Array<UCurveFloat>} * @public */ this.CurveKeys = null; } } exports.FTTEventTrack = FTTEventTrack; /** * FTTPropertyTrack * @extends {FTTTrackBase} */ class FTTPropertyTrack extends FTTTrackBase { constructor() { super(...arguments); /** * PropertyName * @type {FName} * @public */ this.PropertyName = null; } } exports.FTTPropertyTrack = FTTPropertyTrack; /** * FTTFloatTrack * @extends {FTTPropertyTrack} */ class FTTFloatTrack extends FTTPropertyTrack { constructor() { super(...arguments); /** * CurveFloat * @type {UCurveFloat} * @public */ this.CurveFloat = null; } } exports.FTTFloatTrack = FTTFloatTrack; /** * FTTVectorTrack * @extends {FTTPropertyTrack} */ class FTTVectorTrack extends FTTPropertyTrack { constructor() { super(...arguments); /** * CurveVector * @type {FPackageIndex} * @public */ this.CurveVector = null; } } exports.FTTVectorTrack = FTTVectorTrack; /** * FTTLinearColorTrack * @extends {FTTPropertyTrack} */ class FTTLinearColorTrack extends FTTPropertyTrack { constructor() { super(...arguments); /** * CurveLinearColor * @type {FPackageIndex} * @public */ this.CurveLinearColor = null; } } exports.FTTLinearColorTrack = FTTLinearColorTrack; /** * UTimelineTemplate * @extends {UObject} */ class UTimelineTemplate extends UObject_1.UObject { constructor() { super(...arguments); /** * TimelineLength * @type {number} * @public */ this.TimelineLength = null; /** * LengthMode * @type {ETimelineLengthMode} * @public */ this.LengthMode = null; /** * bAutoPlay * @type {boolean} * @public */ this.bAutoPlay = null; /** * bLoop * @type {boolean} * @public */ this.bLoop = null; /** * bReplicated * @type {boolean} * @public */ this.bReplicated = null; /** * bIgnoreTimeDilation * @type {boolean} * @public */ this.bIgnoreTimeDilation = null; /** * EventTracks * @type {Array<FTTEventTrack>} * @public */ this.EventTracks = null; /** * FloatTracks * @type {Array<FTTFloatTrack>} * @public */ this.FloatTracks = null; /** * VectorTracks * @type {Array<FTTVectorTrack>} * @public */ this.VectorTracks = null; /** * LinearColorTracks * @type {Array<FTTLinearColorTrack>} * @public */ this.LinearColorTracks = null; /** * MetaDataArray * @type {Array<FBPVariableMetaDataEntry>} * @public */ this.MetaDataArray = null; /** * TimelineGuid * @type {FGuid} * @public */ this.TimelineGuid = null; /** * TimelineTickGroup * @type {ETickingGroup} * @public */ this.TimelineTickGroup = null; /** * VariableName * @type {FName} * @public */ this.VariableName = null; /** * DirectionPropertyName * @type {FName} * @public */ this.DirectionPropertyName = null; /** * UpdateFunctionName * @type {FName} * @public */ this.UpdateFunctionName = null; /** * FinishedFunctionName * @type {FName} * @public */ this.FinishedFunctionName = null; } } exports.UTimelineTemplate = UTimelineTemplate;