GameplayTestObjectSnapshot: {
    angle: float;
    animation?: string;
    behaviors: {
        [behaviorName: string]: {
            act: boolean;
            state: GameplayTestEvaluatedState;
        };
    };
    centerX: float;
    centerY: float;
    centerZ?: float;
    children?: {
        [objectName: string]: GameplayTestObjectSnapshot[];
    };
    depth?: float;
    flippedX?: boolean;
    flippedY?: boolean;
    height: float;
    hidden: boolean;
    id: integer;
    layer: string;
    name: string;
    opacity?: float;
    rotationX?: float;
    rotationY?: float;
    state: GameplayTestEvaluatedState;
    text?: string;
    variables: Object[];
    width: float;
    x: float;
    y: float;
    z?: float;
}

Type declaration

  • angle: float
  • Optional animation?: string
  • behaviors: {
        [behaviorName: string]: {
            act: boolean;
            state: GameplayTestEvaluatedState;
        };
    }
    • [behaviorName: string]: {
          act: boolean;
          state: GameplayTestEvaluatedState;
      }
      • act: boolean
      • state: GameplayTestEvaluatedState

        The behavior's conditions/expressions, evaluated: current state and configuration, under their event-sheet names (e.g. behaviors.PlatformerObject.state.IsOnFloor). Prefer these over inferring state from coordinates.

  • centerX: float
  • centerY: float
  • Optional centerZ?: float
  • Optional children?: {
        [objectName: string]: GameplayTestObjectSnapshot[];
    }
  • Optional depth?: float
  • Optional flippedX?: boolean
  • Optional flippedY?: boolean
  • height: float
  • hidden: boolean
  • id: integer
  • layer: string
  • name: string
  • Optional opacity?: float
  • Optional rotationX?: float
  • Optional rotationY?: float
  • state: GameplayTestEvaluatedState

    The object's own conditions/expressions, evaluated (see GameplayTestEvaluatedState).

  • Optional text?: string
  • variables: Object[]
  • width: float
  • x: float
  • y: float
  • Optional z?: float