Scene types now can be an array of unions

`SettingsConfig | CreateSceneFromObjectConfig` is a valid scene type.
Now it will be allowed in GameConfig.
This commit is contained in:
Yuval Greenfield 2022-10-03 22:29:47 -07:00
parent 4db20ffa9e
commit 7ab2f762b6

8
types/phaser.d.ts vendored
View file

@ -12,6 +12,8 @@ declare type EachContainerCallback<I> = (item: any, ...args: any[])=>void;
declare type LightForEach = (light: Phaser.GameObjects.Light)=>void;
declare type SceneType = Phaser.Scene | Phaser.Types.Scenes.SettingsConfig | Phaser.Types.Scenes.CreateSceneFromObjectConfig | Function;
/**
* A custom function that will be responsible for wrapping the text.
*/
@ -61583,7 +61585,7 @@ declare namespace Phaser {
/**
* A scene or scenes to add to the game. If several are given, the first is started; the remainder are started only if they have `{ active: true }`. See the `sceneConfig` argument in `Phaser.Scenes.SceneManager#add`.
*/
scene?: Phaser.Scene | Phaser.Scene[] | Phaser.Types.Scenes.SettingsConfig | Phaser.Types.Scenes.SettingsConfig[] | Phaser.Types.Scenes.CreateSceneFromObjectConfig | Phaser.Types.Scenes.CreateSceneFromObjectConfig[] | Function | Function[];
scene?: SceneType | SceneType[];
/**
* Seed for the random number generator.
*/
@ -87818,7 +87820,7 @@ declare namespace Phaser {
* @param autoStart If `true` the Scene will be started immediately after being added. Default false.
* @param data Optional data object. This will be set as `Scene.settings.data` and passed to `Scene.init`, and `Scene.create`.
*/
add(key: string, sceneConfig: Phaser.Scene | Phaser.Types.Scenes.SettingsConfig | Phaser.Types.Scenes.CreateSceneFromObjectConfig | Function, autoStart?: boolean, data?: object): Phaser.Scene | null;
add(key: string, sceneConfig: SceneType, autoStart?: boolean, data?: object): Phaser.Scene | null;
/**
* Removes a Scene from the SceneManager.
@ -88138,7 +88140,7 @@ declare namespace Phaser {
* @param autoStart If `true` the Scene will be started immediately after being added. Default false.
* @param data Optional data object. This will be set as `Scene.settings.data` and passed to `Scene.init`, and `Scene.create`.
*/
add(key: string, sceneConfig: Phaser.Scene | Phaser.Types.Scenes.SettingsConfig | Phaser.Types.Scenes.CreateSceneFromObjectConfig | Function, autoStart?: boolean, data?: object): Phaser.Scene | null;
add(key: string, sceneConfig: SceneType, autoStart?: boolean, data?: object): Phaser.Scene | null;
/**
* Launch the given Scene and run it in parallel with this one.