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types.lua
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------------------------------------------------------------
-- types
------------------------------------------------------------
---@class Vector2
---@field Set fun(newX: number, newY: number): void
---@field Lerp fun(a: Vector2, b: Vector2, t: number): Vector2
---@field LerpUnclamped fun(a: Vector2, b: Vector2, t: number): Vector2
---@field MoveTowards fun(current: Vector2, target: Vector2, maxDistanceDelta: number): Vector2
---@field Scale fun(a: Vector2, b: Vector2): Vector2
---@field Normalize fun(): void
---@field ToString fun(): string
---@field GetHashCode fun(): number
---@field Reflect fun(inDirection: Vector2, inNormal: Vector2): Vector2
---@field Perpendicular fun(inDirection: Vector2): Vector2
---@field Dot fun(lhs: Vector2, rhs: Vector2): number
---@field Angle fun(from: Vector2, to: Vector2): number
---@field SignedAngle fun(from: Vector2, to: Vector2): number
---@field Distance fun(a: Vector2, b: Vector2): number
---@field ClampMagnitude fun(vector: Vector2, maxLength: number): Vector2
---@field SqrMagnitude fun(a: Vector2): number
---@field Min fun(lhs: Vector2, rhs: Vector2): Vector2
---@field Max fun(lhs: Vector2, rhs: Vector2): Vector2
---@field SmoothDamp fun(current: Vector2, target: Vector2, currentVelocity: usertype, smoothTime: number, maxSpeed: number): Vector2
---@field __new fun(x: number, y: number): Vector2
---@field Item number
---@field normalized Vector2
---@field magnitude number
---@field sqrMagnitude number
---@field zero Vector2
---@field one Vector2
---@field up Vector2
---@field down Vector2
---@field left Vector2
---@field right Vector2
---@field positiveInfinity Vector2
---@field negativeInfinity Vector2
---@field x number
---@field y number
---@field kEpsilon number
---@field kEpsilonNormalSqrt number
Vector2 = {}
---@class Vector3
---@field Slerp fun(a: Vector3, b: Vector3, t: number): Vector3
---@field SlerpUnclamped fun(a: Vector3, b: Vector3, t: number): Vector3
---@field OrthoNormalize fun(normal: usertype, tangent: usertype): void
---@field RotateTowards fun(current: Vector3, target: Vector3, maxRadiansDelta: number, maxMagnitudeDelta: number): Vector3
---@field Lerp fun(a: Vector3, b: Vector3, t: number): Vector3
---@field LerpUnclamped fun(a: Vector3, b: Vector3, t: number): Vector3
---@field MoveTowards fun(current: Vector3, target: Vector3, maxDistanceDelta: number): Vector3
---@field SmoothDamp fun(current: Vector3, target: Vector3, currentVelocity: usertype, smoothTime: number, maxSpeed: number): Vector3
---@field Set fun(newX: number, newY: number, newZ: number): void
---@field Scale fun(a: Vector3, b: Vector3): Vector3
---@field Cross fun(lhs: Vector3, rhs: Vector3): Vector3
---@field GetHashCode fun(): number
---@field Reflect fun(inDirection: Vector3, inNormal: Vector3): Vector3
---@field Normalize fun(value: Vector3): Vector3
---@field Dot fun(lhs: Vector3, rhs: Vector3): number
---@field Project fun(vector: Vector3, onNormal: Vector3): Vector3
---@field ProjectOnPlane fun(vector: Vector3, planeNormal: Vector3): Vector3
---@field Angle fun(from: Vector3, to: Vector3): number
---@field SignedAngle fun(from: Vector3, to: Vector3, axis: Vector3): number
---@field Distance fun(a: Vector3, b: Vector3): number
---@field ClampMagnitude fun(vector: Vector3, maxLength: number): Vector3
---@field Magnitude fun(vector: Vector3): number
---@field SqrMagnitude fun(vector: Vector3): number
---@field Min fun(lhs: Vector3, rhs: Vector3): Vector3
---@field Max fun(lhs: Vector3, rhs: Vector3): Vector3
---@field ToString fun(): string
---@field AngleBetween fun(from: Vector3, to: Vector3): number
---@field Exclude fun(excludeThis: Vector3, fromThat: Vector3): Vector3
---@field __new fun(x: number, y: number, z: number): Vector3
---@field Item number
---@field normalized Vector3
---@field magnitude number
---@field sqrMagnitude number
---@field zero Vector3
---@field one Vector3
---@field forward Vector3
---@field back Vector3
---@field up Vector3
---@field down Vector3
---@field left Vector3
---@field right Vector3
---@field positiveInfinity Vector3
---@field negativeInfinity Vector3
---@field fwd Vector3
---@field kEpsilon number
---@field kEpsilonNormalSqrt number
---@field x number
---@field y number
---@field z number
Vector3 = {}
---@class Vector4
---@field Set fun(newX: number, newY: number, newZ: number, newW: number): void
---@field Lerp fun(a: Vector4, b: Vector4, t: number): Vector4
---@field LerpUnclamped fun(a: Vector4, b: Vector4, t: number): Vector4
---@field MoveTowards fun(current: Vector4, target: Vector4, maxDistanceDelta: number): Vector4
---@field Scale fun(a: Vector4, b: Vector4): Vector4
---@field GetHashCode fun(): number
---@field Normalize fun(a: Vector4): Vector4
---@field Dot fun(a: Vector4, b: Vector4): number
---@field Project fun(a: Vector4, b: Vector4): Vector4
---@field Distance fun(a: Vector4, b: Vector4): number
---@field Magnitude fun(a: Vector4): number
---@field Min fun(lhs: Vector4, rhs: Vector4): Vector4
---@field Max fun(lhs: Vector4, rhs: Vector4): Vector4
---@field ToString fun(): string
---@field SqrMagnitude fun(a: Vector4): number
---@field __new fun(x: number, y: number, z: number, w: number): Vector4
---@field Item number
---@field normalized Vector4
---@field magnitude number
---@field sqrMagnitude number
---@field zero Vector4
---@field one Vector4
---@field positiveInfinity Vector4
---@field negativeInfinity Vector4
---@field kEpsilon number
---@field x number
---@field y number
---@field z number
---@field w number
Vector4 = {}
---@class Color
---@field ToString fun(): string
---@field GetHashCode fun(): number
---@field Lerp fun(a: Color, b: Color, t: number): Color
---@field LerpUnclamped fun(a: Color, b: Color, t: number): Color
---@field RGBToHSV fun(rgbColor: Color, H: usertype, S: usertype, V: usertype): void
---@field HSVToRGB fun(H: number, S: number, V: number): Color
---@field __new fun(r: number, g: number, b: number, a: number): Color
---@field red Color
---@field green Color
---@field blue Color
---@field white Color
---@field black Color
---@field yellow Color
---@field cyan Color
---@field magenta Color
---@field gray Color
---@field grey Color
---@field clear Color
---@field grayscale number
---@field linear Color
---@field gamma Color
---@field maxColorComponent number
---@field Item number
---@field r number
---@field g number
---@field b number
---@field a number
Color = {}
---@class Quaternion
---@field FromToRotation fun(fromDirection: Vector3, toDirection: Vector3): Quaternion
---@field Inverse fun(rotation: Quaternion): Quaternion
---@field Slerp fun(a: Quaternion, b: Quaternion, t: number): Quaternion
---@field SlerpUnclamped fun(a: Quaternion, b: Quaternion, t: number): Quaternion
---@field Lerp fun(a: Quaternion, b: Quaternion, t: number): Quaternion
---@field LerpUnclamped fun(a: Quaternion, b: Quaternion, t: number): Quaternion
---@field AngleAxis fun(angle: number, axis: Vector3): Quaternion
---@field LookRotation fun(forward: Vector3, upwards: Vector3): Quaternion
---@field Set fun(newX: number, newY: number, newZ: number, newW: number): void
---@field Dot fun(a: Quaternion, b: Quaternion): number
---@field SetLookRotation fun(view: Vector3): void
---@field Angle fun(a: Quaternion, b: Quaternion): number
---@field Euler fun(x: number, y: number, z: number): Quaternion
---@field ToAngleAxis fun(angle: usertype, axis: usertype): void
---@field SetFromToRotation fun(fromDirection: Vector3, toDirection: Vector3): void
---@field RotateTowards fun(from: Quaternion, to: Quaternion, maxDegreesDelta: number): Quaternion
---@field Normalize fun(q: Quaternion): Quaternion
---@field GetHashCode fun(): number
---@field ToString fun(): string
---@field EulerRotation fun(x: number, y: number, z: number): Quaternion
---@field SetEulerRotation fun(x: number, y: number, z: number): void
---@field ToEuler fun(): Vector3
---@field EulerAngles fun(x: number, y: number, z: number): Quaternion
---@field ToAxisAngle fun(axis: usertype, angle: usertype): void
---@field SetEulerAngles fun(x: number, y: number, z: number): void
---@field ToEulerAngles fun(rotation: Quaternion): Vector3
---@field SetAxisAngle fun(axis: Vector3, angle: number): void
---@field AxisAngle fun(axis: Vector3, angle: number): Quaternion
---@field __new fun(x: number, y: number, z: number, w: number): Quaternion
---@field Item number
---@field identity Quaternion
---@field eulerAngles Vector3
---@field normalized Quaternion
---@field x number
---@field y number
---@field z number
---@field w number
---@field kEpsilon number
Quaternion = {}
---@class Matrix4x4
---@field ValidTRS fun(): boolean
---@field Determinant fun(m: Matrix4x4): number
---@field TRS fun(pos: Vector3, q: Quaternion, s: Vector3): Matrix4x4
---@field SetTRS fun(pos: Vector3, q: Quaternion, s: Vector3): void
---@field Inverse3DAffine fun(input: Matrix4x4, result: usertype): boolean
---@field Inverse fun(m: Matrix4x4): Matrix4x4
---@field Transpose fun(m: Matrix4x4): Matrix4x4
---@field Ortho fun(left: number, right: number, bottom: number, top: number, zNear: number, zFar: number): Matrix4x4
---@field Perspective fun(fov: number, aspect: number, zNear: number, zFar: number): Matrix4x4
---@field LookAt fun(from: Vector3, to: Vector3, up: Vector3): Matrix4x4
---@field Frustum fun(left: number, right: number, bottom: number, top: number, zNear: number, zFar: number): Matrix4x4
---@field GetHashCode fun(): number
---@field GetColumn fun(index: number): Vector4
---@field GetRow fun(index: number): Vector4
---@field GetPosition fun(): Vector3
---@field SetColumn fun(index: number, column: Vector4): void
---@field SetRow fun(index: number, row: Vector4): void
---@field MultiplyPoint fun(point: Vector3): Vector3
---@field MultiplyPoint3x4 fun(point: Vector3): Vector3
---@field MultiplyVector fun(vector: Vector3): Vector3
---@field TransformPlane fun(plane: usertype): usertype
---@field Scale fun(vector: Vector3): Matrix4x4
---@field Translate fun(vector: Vector3): Matrix4x4
---@field Rotate fun(q: Quaternion): Matrix4x4
---@field ToString fun(): string
---@field __new fun(column0: Vector4, column1: Vector4, column2: Vector4, column3: Vector4): Matrix4x4
---@field rotation Quaternion
---@field lossyScale Vector3
---@field isIdentity boolean
---@field determinant number
---@field decomposeProjection usertype
---@field inverse Matrix4x4
---@field transpose Matrix4x4
---@field Item number
---@field zero Matrix4x4
---@field identity Matrix4x4
---@field m00 number
---@field m10 number
---@field m20 number
---@field m30 number
---@field m01 number
---@field m11 number
---@field m21 number
---@field m31 number
---@field m02 number
---@field m12 number
---@field m22 number
---@field m32 number
---@field m03 number
---@field m13 number
---@field m23 number
---@field m33 number
Matrix4x4 = {}
---@class TimeSpan
---@field Add fun(ts: TimeSpan): TimeSpan
---@field Compare fun(t1: TimeSpan, t2: TimeSpan): number
---@field CompareTo fun(value: usertype): number
---@field FromDays fun(value: number): TimeSpan
---@field Duration fun(): TimeSpan
---@field GetHashCode fun(): number
---@field FromHours fun(value: number): TimeSpan
---@field FromMilliseconds fun(value: number): TimeSpan
---@field FromMinutes fun(value: number): TimeSpan
---@field Negate fun(): TimeSpan
---@field FromSeconds fun(value: number): TimeSpan
---@field Subtract fun(ts: TimeSpan): TimeSpan
---@field Multiply fun(factor: number): TimeSpan
---@field Divide fun(divisor: number): TimeSpan
---@field FromTicks fun(value: number): TimeSpan
---@field Parse fun(s: string): TimeSpan
---@field ParseExact fun(input: string, format: string, formatProvider: usertype): TimeSpan
---@field TryParse fun(s: string, result: usertype): boolean
---@field TryParseExact fun(input: string, format: string, formatProvider: usertype, result: usertype): boolean
---@field ToString fun(): string
---@field TryFormat fun(destination: usertype, charsWritten: usertype, format: usertype, formatProvider: usertype): boolean
---@field __new fun(ticks: number): TimeSpan
---@field Ticks number
---@field Days number
---@field Hours number
---@field Milliseconds number
---@field Minutes number
---@field Seconds number
---@field TotalDays number
---@field TotalHours number
---@field TotalMilliseconds number
---@field TotalMinutes number
---@field TotalSeconds number
---@field TicksPerMillisecond number
---@field TicksPerSecond number
---@field TicksPerMinute number
---@field TicksPerHour number
---@field TicksPerDay number
---@field Zero TimeSpan
---@field MaxValue TimeSpan
---@field MinValue TimeSpan
TimeSpan = {}
---vci module
---@class vci
---@field ResetRootTransform fun(): void
---@field _ALL_ResetRootTransform fun(): void
---@field StartCoroutine fun(coroutine: usertype): void
---@field studio ExportStudio
---@field me ExportMe
---@field assets ExportAssets
---@field state ExportState
---@field message ExportMessage
---@field cameraSystem ExportCameraSystem
---@field forceMode ExportForceMode
---@field vc ExportVc
vci = {}
---スタジオ情報
---@class ExportStudio
---@field GetOwner fun(): ExportAvatar
---@field GetLocalAvatar fun(): ExportAvatar
---@field GetAvatars fun(): ExportAvatar[]
---@field GetMic fun(): ExportSystemItem
---@field HasMic fun(): boolean
---@field GetLightSource fun(): ExportSystemItem
---@field HasLightSource fun(): boolean
---@field GetMirror fun(): ExportSystemItem
---@field HasMirror fun(): boolean
---@field GetHarisen fun(): ExportSystemItem
---@field HasHarisen fun(): boolean
---@field GetMosaic fun(): ExportSystemItem
---@field HasMosaic fun(): boolean
---@field GetHammer fun(): ExportSystemItem
---@field HasHammer fun(): boolean
---@field GetWindowCamera fun(): ExportSystemCamera
---@field HasWindowCamera fun(): boolean
---@field GetHandiCamera fun(): ExportSystemCamera
---@field HasHandiCamera fun(): boolean
---@field GetAutoFollowCamera fun(): ExportSystemCamera
---@field HasAutoFollowCamera fun(): boolean
---@field GetSwitchingCamera fun(): ExportSystemCamera
---@field HasSwitchingCamera fun(): boolean
---@field GetNameBoard fun(idOrName: string): ExportSystemItem
---@field HasNameBoard fun(idOrName: string): boolean
---@field shared ExportShared
ExportStudio = {}
---グローバル同期変数
---@class ExportShared
---@field Set fun(name: string, value: usertype): void
---@field Add fun(name: string, value: usertype): void
---@field Get fun(name: string): usertype
---@field Bind fun(name: string, callback: usertype): void
---@field GetHashCode fun(): number
---@field ToString fun(): string
ExportShared = {}
---マシンローカルの情報
---@class ExportMe
---@field GetAxisInput fun(): Vector3
---@field GetButtonInput fun(id: number): boolean
---@field GetHeadMountedDisplayIsMounted fun(): boolean
---@field GetSystemVersion fun(): string
---@field CompareSystemVersion fun(version: string): number
---@field GetHeadMountedDisplayType fun(): string
---@field GetHeadMountedDisplayName fun(): string
---@field GetLeftControllerName fun(): string
---@field GetRightControllerName fun(): string
---@field GetLanguageCode fun(): string
---@field FrameCount number
---@field Time TimeSpan
---@field UnscaledTime TimeSpan
ExportMe = {}
---VCIに格納されたアセット
---@class ExportAssets
---@field GetInstanceId fun(): string
---@field GetSubItem fun(name: string): ExportTransform
---@field GetTransform fun(name: string): ExportTransform
---@field GetSubItemAttractable fun(name: string): boolean
---@field GetEffekseerEmitter fun(name: string): ExportEffekseer
---@field GetEffekseerEmitters fun(name: string): ExportEffekseer[]
---@field SetMaterialColorFromIndex fun(index: number, color: Color): void
---@field _ALL_SetMaterialColorFromIndex fun(index: number, color: Color): void
---@field SetMaterialColorFromName fun(name: string, color: Color): void
---@field _ALL_SetMaterialColorFromName fun(name: string, color: Color): void
---@field SetMaterialEmissionColorFromIndex fun(index: number, color: Color): void
---@field _ALL_SetMaterialEmissionColorFromIndex fun(index: number, color: Color): void
---@field SetMaterialEmissionColorFromName fun(name: string, color: Color): void
---@field _ALL_SetMaterialEmissionColorFromName fun(name: string, color: Color): void
---@field SetMaterialTextureOffsetFromIndex fun(index: number, offset: Vector2): void
---@field _ALL_SetMaterialTextureOffsetFromIndex fun(index: number, offset: Vector2): void
---@field SetMaterialTextureOffsetFromName fun(name: string, offset: Vector2): void
---@field _ALL_SetMaterialTextureOffsetFromName fun(name: string, offset: Vector2): void
---@field PlayAnimationFromIndex fun(index: number, isloop: boolean): void
---@field _ALL_PlayAnimationFromIndex fun(index: number, isloop: boolean): void
---@field PlayAnimationFromName fun(name: string, isloop: boolean): void
---@field _ALL_PlayAnimationFromName fun(name: string, isloop: boolean): void
---@field StopAnimation fun(): void
---@field _ALL_StopAnimation fun(): void
---@field PlayAudioFromIndex fun(index: number): void
---@field _ALL_PlayAudioFromIndex fun(index: number): void
---@field PlayAudioFromName fun(name: string): void
---@field _ALL_PlayAudioFromName fun(name: string): void
---@field PauseAudioFromIndex fun(index: number, isPause: boolean): void
---@field _ALL_PauseAudioFromIndex fun(index: number, isPause: boolean): void
---@field PauseAudioFromName fun(name: string, isPause: boolean): void
---@field _ALL_PauseAudioFromName fun(name: string, isPause: boolean): void
---@field StopAudioFromIndex fun(index: number): void
---@field _ALL_StopAudioFromIndex fun(index: number): void
---@field StopAudioFromName fun(name: string): void
---@field _ALL_StopAudioFromName fun(name: string): void
---@field HapticPulseOnGrabbingController fun(target: string, strength: number, duration: number): void
---@field _ALL_HapticPulseOnGrabbingController fun(target: string, strength: number, duration: number): void
---@field HapticPulseOnTouchingController fun(target: string, strength: number, duration: number): void
---@field _ALL_HapticPulseOnTouchingController fun(target: string, strength: number, duration: number): void
---@field SetText fun(id: string, text: string): void
---@field _ALL_SetText fun(id: string, text: string): void
---@field SetSubItemAttractable fun(name: string, value: boolean): void
---@field _ALL_SetSubItemAttractable fun(name: string, value: boolean): void
---@field IsMine boolean
---@field audio ExportAudio
---@field video ExportVideo
---@field material ExportMaterial
ExportAssets = {}
---アイテム内同期変数
---@class ExportState
---@field Set fun(name: string, value: usertype): void
---@field Add fun(name: string, value: usertype): void
---@field Get fun(name: string): usertype
---@field GetHashCode fun(): number
---@field ToString fun(): string
ExportState = {}
---音声
---@class ExportAudio
---@field Play fun(name: string, volumeScale: number, isLoop: boolean): void
---@field _ALL_Play fun(name: string, volumeScale: number, isLoop: boolean): void
---@field PlayFromIndex fun(index: number, volumeScale: number, isLoop: boolean): void
---@field _ALL_PlayFromIndex fun(index: number, volumeScale: number, isLoop: boolean): void
---@field PlayOneShot fun(name: string, volumeScale: number): void
---@field _ALL_PlayOneShot fun(name: string, volumeScale: number): void
---@field PlayOneShotFromIndex fun(index: number, volumeScale: number): void
---@field _ALL_PlayOneShotFromIndex fun(index: number, volumeScale: number): void
---@field Stop fun(name: string): void
---@field _ALL_Stop fun(name: string): void
---@field StopFromIndex fun(index: number): void
---@field _ALL_StopFromIndex fun(index: number): void
---@field Pause fun(name: string, isPause: boolean): void
---@field _ALL_Pause fun(name: string, isPause: boolean): void
---@field PauseFromIndex fun(index: number, isPause: boolean): void
---@field _ALL_PauseFromIndex fun(index: number, isPause: boolean): void
ExportAudio = {}
---アニメーション
---@class ExportAnimation
---@field Play fun(isLoop: boolean): void
---@field _ALL_Play fun(isLoop: boolean): void
---@field PlayFromIndex fun(index: number, isLoop: boolean): void
---@field _ALL_PlayFromIndex fun(index: number, isLoop: boolean): void
---@field PlayFromName fun(name: string, isLoop: boolean): void
---@field _ALL_PlayFromName fun(name: string, isLoop: boolean): void
---@field PlayWithState fun(name: string, stateJson: string): void
---@field _ALL_PlayWithState fun(name: string, stateJson: string): void
---@field PlayOneShot fun(): void
---@field _ALL_PlayOneShot fun(): void
---@field Blend fun(name: string, options: string): void
---@field _ALL_Blend fun(name: string, options: string): void
---@field CrossFade fun(name: string, options: string): void
---@field _ALL_CrossFade fun(name: string, options: string): void
---@field Stop fun(): void
---@field _ALL_Stop fun(): void
---@field Rewind fun(): void
---@field _ALL_Rewind fun(): void
---@field SetState fun(name: string, stateJson: string): void
---@field _ALL_SetState fun(name: string, stateJson: string): void
---@field GetCount fun(): number
---@field GetNames fun(): string[]
---@field HasClip fun(name: string): boolean
---@field IsPlaying fun(): boolean
ExportAnimation = {}
---メッセージ(イベント)システム
---@class ExportMessage
---@field On fun(messageName: string, callback: usertype): void
---@field Emit fun(messageName: string, value: usertype): void
---@field EmitWithId fun(messageName: string, value: usertype, targetId: string): void
ExportMessage = {}
---@class ExportCameraSystem
---@field CreatePhotographyCamera fun(followTransform: ExportTransform): ExportPhotographyCamera
ExportCameraSystem = {}
---SubItem
---@class ExportTransform
---@field GetName fun(): string
---@field GetLocalPosition fun(): Vector3
---@field GetPosition fun(): Vector3
---@field GetVelocity fun(): Vector3
---@field GetAngularVelocity fun(): Vector3
---@field GetLocalRotation fun(): Quaternion
---@field GetRotation fun(): Quaternion
---@field GetLocalScale fun(): Vector3
---@field GetRight fun(): Vector3
---@field GetUp fun(): Vector3
---@field GetForward fun(): Vector3
---@field GetLocalToWorldMatrix fun(): Matrix4x4
---@field GetAttractable fun(): boolean
---@field SetPosition fun(position: Vector3): void
---@field SetRotation fun(rotation: Quaternion): void
---@field SetLocalPosition fun(localPosition: Vector3): void
---@field SetLocalRotation fun(localRotation: Quaternion): void
---@field SetLocalScale fun(localScale: Vector3): void
---@field SetVelocity fun(velocity: Vector3): void
---@field SetAngularVelocity fun(angularVelocity: Vector3): void
---@field AddForce fun(force: Vector3, forceMode: ExportForceMode): void
---@field SetAttractable fun(value: boolean): void
---@field GetAnimation fun(): ExportAnimation
---@field AttachToAvatar fun(): void
---@field DetachFromAvatar fun(): void
---@field GetAttachedPlayer fun(): string
---@field SetActive fun(isActive: boolean): void
---@field _ALL_SetActive fun(isActive: boolean): void
---@field GetAudioSources fun(): ExportAudioSource[]
---@field IsMine boolean
---@field IsSubItem boolean
---@field IsAttached boolean
---@field AttachableDistance number
---@field AttachableHumanBodyBones string[]
---@field ActiveInHierarchy boolean
---@field ActiveSelf boolean
ExportTransform = {}
---Effekseer
---@class ExportEffekseer
---@field Play fun(): void
---@field _ALL_Play fun(): void
---@field PlayOneShot fun(): void
---@field _ALL_PlayOneShot fun(): void
---@field Stop fun(): void
---@field _ALL_Stop fun(): void
---@field StopImmediate fun(): void
---@field _ALL_StopImmediate fun(): void
---@field StopRoot fun(): void
---@field _ALL_StopRoot fun(): void
---@field SetAllColor fun(color: Color): void
---@field _ALL_SetAllColor fun(color: Color): void
---@field SetTargetLocation fun(targetLocation: Vector3): void
---@field _ALL_SetTargetLocation fun(targetLocation: Vector3): void
---@field SetPause fun(paused: boolean): void
---@field _ALL_SetPause fun(paused: boolean): void
---@field SetShow fun(shown: boolean): void
---@field _ALL_SetShow fun(shown: boolean): void
---@field SetSpeed fun(speed: number): void
---@field _ALL_SetSpeed fun(speed: number): void
---@field SetLoop fun(isLoop: boolean): void
---@field _ALL_SetLoop fun(isLoop: boolean): void
---@field EffectName string
ExportEffekseer = {}
---SystemItem
---@class ExportSystemItem
---@field GetName fun(): string
---@field GetCreatorName fun(): string
---@field GetCreatorId fun(): string
---@field GetLocalPosition fun(): Vector3
---@field GetPosition fun(): Vector3
---@field GetLocalRotation fun(): Quaternion
---@field GetRotation fun(): Quaternion
---@field GetLocalScale fun(): Vector3
---@field GetRight fun(): Vector3
---@field GetUp fun(): Vector3
---@field GetForward fun(): Vector3
---@field GetLocalToWorldMatrix fun(): Matrix4x4
---@field SetPosition fun(position: Vector3): number
---@field SetRotation fun(rotation: Quaternion): number
---@field SetLocalPosition fun(localPosition: Vector3): number
---@field SetLocalRotation fun(localRotation: Quaternion): number
---@field IsGrabbed fun(): boolean
ExportSystemItem = {}
---SystemCamera
---@class ExportSystemCamera
---@field SetFieldOfView fun(fov: number): number
---@field GetFieldOfView fun(): number
---@field GetMaxFieldOfView fun(): number
---@field GetMinFieldOfView fun(): number
---@field GetName fun(): string
---@field GetCreatorName fun(): string
---@field GetCreatorId fun(): string
---@field GetLocalPosition fun(): Vector3
---@field GetPosition fun(): Vector3
---@field GetLocalRotation fun(): Quaternion
---@field GetRotation fun(): Quaternion
---@field GetLocalScale fun(): Vector3
---@field GetRight fun(): Vector3
---@field GetUp fun(): Vector3
---@field GetForward fun(): Vector3
---@field GetLocalToWorldMatrix fun(): Matrix4x4
---@field SetPosition fun(position: Vector3): number
---@field SetRotation fun(rotation: Quaternion): number
---@field SetLocalPosition fun(localPosition: Vector3): number
---@field SetLocalRotation fun(localRotation: Quaternion): number
---@field IsGrabbed fun(): boolean
ExportSystemCamera = {}
---マテリアル
---@class ExportMaterial
---@field GetNames fun(): string[]
---@field GetColorFromIndex fun(index: number): Color
---@field GetColor fun(name: string): Color
---@field GetEmissionColorFromIndex fun(index: number): Color
---@field GetEmissionColor fun(name: string): Color
---@field GetTextureOffsetFromIndex fun(index: number): Vector2
---@field GetTextureOffset fun(name: string): Vector2
---@field SetColorFromIndex fun(index: number, color: Color): void
---@field _ALL_SetColorFromIndex fun(index: number, color: Color): void
---@field SetColor fun(name: string, color: Color): void
---@field _ALL_SetColor fun(name: string, color: Color): void
---@field SetEmissionColorFromIndex fun(index: number, color: Color): void
---@field _ALL_SetEmissionColorFromIndex fun(index: number, color: Color): void
---@field SetEmissionColor fun(name: string, color: Color): void
---@field _ALL_SetEmissionColor fun(name: string, color: Color): void
---@field SetTextureOffsetFromIndex fun(index: number, offset: Vector2): void
---@field _ALL_SetTextureOffsetFromIndex fun(index: number, offset: Vector2): void
---@field SetTextureOffset fun(name: string, offset: Vector2): void
---@field _ALL_SetTextureOffset fun(name: string, offset: Vector2): void
---@field SetStereoTextureScaleOffsetFromIndex fun(index: number, leftScaleOffset: Vector4, rightScaleOffset: Vector4): void
---@field _ALL_SetStereoTextureScaleOffsetFromIndex fun(index: number, leftScaleOffset: Vector4, rightScaleOffset: Vector4): void
---@field SetStereoTextureScaleOffset fun(name: string, leftScaleOffset: Vector4, rightScaleOffset: Vector4): void
---@field _ALL_SetStereoTextureScaleOffset fun(name: string, leftScaleOffset: Vector4, rightScaleOffset: Vector4): void
---@field ResetFromIndex fun(index: number): void
---@field _ALL_ResetFromIndex fun(index: number): void
---@field Reset fun(name: string): void
---@field _ALL_Reset fun(name: string): void
---@field SetTexture fun(name: string, textureId: string): void
---@field _ALL_SetTexture fun(name: string, textureId: string): void
---@field SetTextureFromIndex fun(index: number, textureId: string): void
---@field _ALL_SetTextureFromIndex fun(index: number, textureId: string): void
ExportMaterial = {}
---アバター
---@class ExportAvatar
---@field GetName fun(): string
---@field GetId fun(): string
---@field IsOwner fun(): boolean
---@field GetLocalPosition fun(): Vector3
---@field GetPosition fun(): Vector3
---@field GetLocalRotation fun(): Quaternion
---@field GetRotation fun(): Quaternion
---@field GetLocalScale fun(): Vector3
---@field GetRight fun(): Vector3
---@field GetUp fun(): Vector3
---@field GetForward fun(): Vector3
---@field GetLocalToWorldMatrix fun(): Matrix4x4
---@field GetBoneTransform fun(boneName: string): usertype
ExportAvatar = {}
---@class ExportAudioSource
---@field Play fun(volumeScale: number, isLoop: boolean): void
---@field _ALL_Play fun(volumeScale: number, isLoop: boolean): void
---@field PlayOneShot fun(volumeScale: number): void
---@field _ALL_PlayOneShot fun(volumeScale: number): void
---@field Stop fun(): void
---@field _ALL_Stop fun(): void
---@field Pause fun(isPause: boolean): void
---@field _ALL_Pause fun(isPause: boolean): void
---@field ClipName string
ExportAudioSource = {}
---@class ExportPhotographyCamera
---@field TakePhotograph fun(): usertype
---@field GetCameraPreviewTextureId fun(): string
---@field SetOnTakePhotoCallback fun(callback: usertype): void
---@field GetAspectRatio fun(): usertype
---@field GetVerticalFieldOfView fun(): usertype
---@field SetVerticalFieldOfView fun(value: number): void
---@field GetNearClipPlane fun(): usertype
---@field SetNearClipPlane fun(value: number): void
---@field ReleaseCamera fun(): void
ExportPhotographyCamera = {}
---@class ExportForceMode
---@field Force ExportForceMode
---@field Impulse ExportForceMode
ExportForceMode = {}
---VirtualCast拡張
---@class ExportVc
---@field GetSpaceType fun(): ExportVcSpaceType
---@field room ExportRoom
---@field spaceTypes ExportVcSpaceType
ExportVc = {}
---ルーム情報
---@class ExportRoom
---@field GetGravity fun(): Vector3
---@field GetWalkSpeed fun(): number
---@field GetJumpSpeed fun(): number
---@field GetRoomKey fun(): string
---@field GetAllPlayers fun(): ExportRoomPlayer[]
---@field GetLocalPlayer fun(): ExportRoomPlayer
---@field GetPlayerById fun(playerId: string): ExportRoomPlayer
---@field OnPlayerJoined fun(callback: usertype): void
---@field OnPlayerLeft fun(callback: usertype): void
---@field monitorCamera ExportMonitorCamera
ExportRoom = {}
---@class ExportRoomPlayer
---@field IsAvailable fun(): boolean
---@field GetId fun(): string
---@field GetName fun(): string
---@field GetUserType fun(): string
---@field GetIsLocal fun(): boolean
---@field GetPosition fun(): Vector3
---@field GetRotation fun(): Quaternion
---@field GetForward fun(): Vector3
---@field GetRight fun(): Vector3
---@field GetUp fun(): Vector3
---@field GetRoomPlayerController fun(): ExportRoomPlayerController
---@field Character ExportCharacter
ExportRoomPlayer = {}
---@class ExportRoomPlayerController
---@field IsGrounded fun(): boolean
---@field GetVelocity fun(): Vector3
---@field GetMass fun(): number
---@field SetVelocity fun(velocity: Vector3): void
---@field TeleportTo fun(position: Vector3, rotation: Quaternion): void
---@field AddForce fun(force: Vector3, forceMode: ExportForceMode): void
ExportRoomPlayerController = {}
---@class ExportCharacter
---@field IsAvailable fun(): boolean
---@field GetBoneTransform fun(boneName: string): usertype
ExportCharacter = {}
---@class ExportMonitorCamera
---@field GetPosition fun(): Vector3
---@field GetRotation fun(): Quaternion
---@field GetScale fun(): Vector3
ExportMonitorCamera = {}
---@class ExportKeyValuePair
---@field __new fun(key: string, value: usertype): ExportKeyValuePair
---@field key string
---@field value usertype
ExportKeyValuePair = {}