调用函数使用
scene.你要的函数
即可例如 : scene.idle(3);
以下代码节录自 internal_33.d.ts
ts
class SceneBuilder implements Internal.SceneBuilderAccessor {
constructor(arg0: Internal.PonderScene_);
configureBasePlate(arg0: number, arg1: number, arg2: number): void_;
addInstruction(arg0: Internal.Consumer_<Internal.PonderScene>): void_;
setSceneOffsetY(arg0: number): void_;
idleSeconds(arg0: number): void_;
title(arg0: string, arg1: string): void_;
ponderjs$setSpecialInstructions(
arg0: Internal.SceneBuilder$SpecialInstructions_
): void_;
ponderjs$setWorldInstructions(
arg0: Internal.SceneBuilder$WorldInstructions_
): void_;
addInstruction(arg0: Internal.PonderInstruction_): void_;
removeShadow(): void_;
scaleSceneView(arg0: number): void_;
idle(arg0: number): void_;
markAsFinished(): void_;
rotateCameraY(arg0: number): void_;
showBasePlate(): void_;
addKeyframe(): void_;
addLazyKeyframe(): void_;
ponderjs$getPonderScene(): Internal.PonderScene;
set sceneOffsetY(arg0: number);
readonly overlay: Internal.SceneBuilder$OverlayInstructions;
world: Internal.SceneBuilder$WorldInstructions;
readonly debug: Internal.SceneBuilder$DebugInstructions;
readonly effects: Internal.SceneBuilder$EffectInstructions;
special: Internal.SceneBuilder$SpecialInstructions;
}
type SceneBuilder_ = SceneBuilder;
以下代码节录自 internal_62.d.ts
ts
class ExtendedSceneBuilder extends Internal.SceneBuilder {
constructor(arg0: Internal.PonderScene_);
sharedText(
arg0: number,
arg1: ResourceLocation_,
arg2: Vec3d_
): Internal.TextWindowElement$Builder;
showControls(
arg0: number,
arg1: Vec3d_,
arg2: PonderPointing_
): PonderInputWindowElement;
sharedText(
arg0: number,
arg1: ResourceLocation_
): Internal.TextWindowElement$Builder;
getDebug(): Internal.SceneBuilder$DebugInstructions;
getOverlay(): Internal.SceneBuilder$OverlayInstructions;
getParticles(): Internal.ParticleInstructions;
getEffects(): Internal.SceneBuilder$EffectInstructions;
showStructure(): void_;
text(
arg0: number,
arg1: string,
arg2: Vec3d_
): Internal.TextWindowElement$Builder;
showStructure(arg0: number): void_;
playSound(arg0: Internal.SoundEvent_): void_;
getWorld(): Internal.ExtendedSceneBuilder$ExtendedWorldInstructions;
playSound(
arg0: Internal.SoundEvent_,
arg1: Internal.SoundSource_,
arg2: number,
arg3: number
): void_;
encapsulateBounds(arg0: BlockPos_): void_;
text(arg0: number, arg1: string): Internal.TextWindowElement$Builder;
getLevel(): Internal.ExtendedSceneBuilder$ExtendedWorldInstructions;
playSound(arg0: Internal.SoundEvent_, arg1: number): void_;
getSpecial(): Internal.SceneBuilder$SpecialInstructions;
get debug(): Internal.SceneBuilder$DebugInstructions;
get overlay(): Internal.SceneBuilder$OverlayInstructions;
get particles(): Internal.ParticleInstructions;
get effects(): Internal.SceneBuilder$EffectInstructions;
get world(): Internal.ExtendedSceneBuilder$ExtendedWorldInstructions;
get level(): Internal.ExtendedSceneBuilder$ExtendedWorldInstructions;
get special(): Internal.SceneBuilder$SpecialInstructions;
}
type ExtendedSceneBuilder_ = ExtendedSceneBuilder;