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[DONT' MERGE] Fix spine typing 3.6.x

Open shrinktofit opened this issue 3 years ago • 1 comments

Re: #

Changelog

This PR fix spine typing(semi-cherry-pick https://github.com/cocos/cocos-engine/pull/9929), but also:

  • Fixes spine API typing.

  • Solved long-term "unknown symbols" problem.

  • These symbols should not have been exported. This PR fixed it. In summary, this PR deleted the following API in typing:

    • Enums: MeshType, SpriteMode, Category, PrimitiveType, renderer.BufferDataType, dragonBones.DefaultArmaturesEnum, dragonBones.DefaultAnimsEnum

    • Classes: ContainerStrategy, ContentStrategy, DeferredData, renderer.ProgramLib, renderer.BufferPool

    • Auto-generated classes: *_base

      These classes are auto-generated by tsc and should not be exported.

    • Various interfaces: IVertices, ISpriteFrameInitInfo, ICubicSplineValue, CubicSplineValueConstructor, IReplacement, IRemoveItem, IMarkItem, AdaptResult, LoadProgressCallback, LoadCompleteCallback, LoadDirCompleteCallback, CameraInfo, IPoolHandlerComponent, BoneIndex, IProfilerState, BakeData, ITransform, ISocketData, AnimationItem, TrackListener, TrackListener2, ImageExtendedNode, TiledSubNodeData, TiledDataArray, Enum.Enumerator, renderer.IPassDynamics, renderer.IDefineRecord, renderer.IMemoryPool, renderer.IHandle, renderer.BufferManifest, renderer.BufferDataTypeManifest, renderer.BufferDataMembersManifest, renderer.BufferArrayType


Continuous Integration

This pull request:

  • [ ] needs automatic test cases check.

    Manual trigger with @cocos-robot run test cases afterward.

  • [ ] does not change any runtime related code or build configuration

    If any reviewer thinks the CI checks are needed, please uncheck this option, then close and reopen the issue.


Compatibility Check

This pull request:

  • [ ] changes public API, and have ensured backward compatibility with deprecated features.
  • [ ] affects platform compatibility, e.g. system version, browser version, platform sdk version, platform toolchain, language version, hardware compatibility etc.
  • [ ] affects file structure of the build package or build configuration which requires user project upgrade.
  • [ ] introduces breaking changes, please list all changes, affected features and the scope of violation.

shrinktofit avatar Aug 11 '22 11:08 shrinktofit

Interface Check Report

! WARNING this pull request has changed these public interfaces:

@@ -412,89 +412,13 @@
      * @zh 字体资源类。
      */
     export class Font extends Asset {
     }
-    export enum MeshType {
-        RECT = 0,
-        POLYGON = 1
-    }
     export interface IUV {
         u: number;
         v: number;
     }
-    export interface IVertices {
-        rawPosition: math.Vec3[];
-        positions: number[];
-        indexes: number[];
-        uv: number[];
-        nuv: number[];
-        minPos: math.Vec3;
-        maxPos: math.Vec3;
-    }
     /**
-     * @en Information object interface for initialize a [[SpriteFrame]] asset
-     * @zh 用于初始化 [[SpriteFrame]] 资源的对象接口描述
-     */
-    export interface ISpriteFrameInitInfo {
-        /**
-         * @en The texture of the sprite frame, could be `TextureBase`
-         * @zh 贴图对象资源,可以是 `TextureBase` 类型
-         */
-        texture?: __private._cocos_core_assets_texture_base__TextureBase;
-        /**
-         * @en The original size of the sprite frame
-         * @zh 精灵帧原始尺寸。
-         */
-        originalSize?: math.Size;
-        /**
-         * @en The rect of the sprite frame in atlas texture
-         * @zh 精灵帧裁切矩形。
-         */
-        rect?: math.Rect;
-        /**
-         * @en The offset of the sprite frame center from the original center of the original rect.
-         * Sprite frame in an atlas texture could be trimmed for clipping the transparent pixels, so the trimmed rect is smaller than the original one,
-         * the offset defines the distance from the original center to the trimmed center.
-         * @zh 精灵帧偏移量。
-         * 在图集中的精灵帧可能会被剔除透明像素以获得更高的空间利用李,剔除后的矩形尺寸比剪裁前更小,偏移量指的是从原始矩形的中心到剪裁后的矩形中心的距离。
-         */
-        offset?: math.Vec2;
-        /**
-         * @en Top side border for sliced 9 frame.
-         * @zh 九宫格精灵帧的上边界。
-         * @default 0
-         */
-        borderTop?: number;
-        /**
-         * @en Bottom side border for sliced 9 frame.
-         * @zh 九宫格精灵帧的下边界。
-         * @default 0
-         */
-        borderBottom?: number;
-        /**
-         * @en Left side border for sliced 9 frame.
-         * @zh 九宫格精灵帧的左边界。
-         * @default 0
-         */
-        borderLeft?: number;
-        /**
-         * @en Right side border for sliced 9 frame.
-         * @zh 九宫格精灵帧的右边界。
-         * @default 0
-         */
-        borderRight?: number;
-        /**
-         * @en Whether the content of sprite frame is rotated.
-         * @zh 是否旋转。
-         */
-        isRotate?: boolean;
-        /**
-         * @en Whether the uv is flipped
-         * @zh 是否转置 UV。
-         */
-        isFlipUv?: boolean;
-    }
-    /**
      * @en
      * A `SpriteFrame` support several types
      *  1. Rectangle sprite frame
      *  2. Sliced 9 sprite frame
@@ -577,9 +501,9 @@
          * @en uv update event
          * @zh uv 更新事件
          */
         static EVENT_UV_UPDATED: string;
-        static MeshType: typeof MeshType;
+        static MeshType: typeof __private._cocos_2d_assets_sprite_frame__MeshType;
         /**
          * @en Top border distance of sliced 9 rect.
          * @zh 九宫格内部矩形顶部边框距离 SpriteFrame 矩形的距离。
          */
@@ -696,9 +620,9 @@
         /**
          * @en Vertex list for the mesh type sprite frame
          * @zh 网格类型精灵帧的所有顶点列表
          */
-        vertices: IVertices | null;
+        vertices: __private._cocos_2d_assets_sprite_frame__IVertices | null;
         /**
          * @en UV for quad vertices
          * @zh 矩形的顶点 UV
          */
@@ -726,9 +650,9 @@
         } | null;
         protected _packable: boolean;
         protected _pixelsToUnit: number;
         protected _pivot: math.Vec2;
-        protected _meshType: MeshType;
+        protected _meshType: __private._cocos_2d_assets_sprite_frame__MeshType;
         protected _extrude: number;
         protected _customOutLine: never[];
         protected _mesh: Mesh | null;
         protected _minPos: math.Vec3;
@@ -804,14 +728,14 @@
         /**
          * @en Gets the related GFX [[gfx.Texture]] resource
          * @zh 获取渲染贴图的 GFX 资源
          */
-        getGFXTexture(): import("cocos/core/gfx").Texture | null;
+        getGFXTexture(): gfx.Texture | null;
         /**
          * @en Gets the sampler resource of its texture
          * @zh 贴图资源的采样器
          */
-        getGFXSampler(): import("cocos/core/gfx").Sampler;
+        getGFXSampler(): gfx.Sampler;
         /**
          * @en Gets the hash of its texture
          * @zh 贴图资源的哈希值
          */
@@ -819,15 +743,15 @@
         /**
          * @en Gets the sampler hash of its texture
          * @zh 贴图资源的采样器哈希值
          */
-        getSamplerInfo(): Readonly<import("cocos/core/gfx").SamplerInfo>;
+        getSamplerInfo(): Readonly<gfx.SamplerInfo>;
         /**
          * @en Resets the sprite frame data
          * @zh 重置 SpriteFrame 数据。
          * @param info SpriteFrame initialization information
          */
-        reset(info?: ISpriteFrameInitInfo, clearData?: boolean): void;
+        reset(info?: __private._cocos_2d_assets_sprite_frame__ISpriteFrameInitInfo, clearData?: boolean): void;
         /**
          * @en Check whether the rect of the sprite frame is out of the texture boundary
          * @zh 判断精灵计算的矩形区域是否越界。
          * @param texture
@@ -1378,13 +1302,8 @@
         onEnable(): void;
         onDisable(): void;
         onDestroy(): void;
     }
-    export enum SpriteMode {
-        SIMPLE = 0,
-        SLICED = 1,
-        TILED = 2
-    }
     /**
      * @en 2D rendering component that provides the ability to render sprite in 3D space.
      * @zh 2D 渲染基础组件,提供精灵渲染在 3D 空间中的能力。
      */
@@ -1400,9 +1319,9 @@
          * @zh 该组件的渲染模型
          */
         get model(): renderer.scene.Model | null;
         protected _spriteFrame: SpriteFrame | null;
-        protected _mode: SpriteMode;
+        protected _mode: __private._cocos_2d_framework_sprite_renderer__SpriteMode;
         protected _color: math.Color;
         protected _flipX: boolean;
         protected _flipY: boolean;
         protected _size: math.Vec2;
@@ -2047,12 +1966,12 @@
         get miterLimit(): number;
         set miterLimit(value: number);
         get color(): math.Color;
         set color(value: math.Color);
-        get srcBlendFactor(): import("cocos/core/gfx").BlendFactor;
-        set srcBlendFactor(value: import("cocos/core/gfx").BlendFactor);
-        get dstBlendFactor(): import("cocos/core/gfx").BlendFactor;
-        set dstBlendFactor(value: import("cocos/core/gfx").BlendFactor);
+        get srcBlendFactor(): gfx.BlendFactor;
+        set srcBlendFactor(value: gfx.BlendFactor);
+        get dstBlendFactor(): gfx.BlendFactor;
+        set dstBlendFactor(value: gfx.BlendFactor);
         static LineJoin: typeof __private._cocos_2d_assembler_graphics_types__LineJoin;
         static LineCap: typeof __private._cocos_2d_assembler_graphics_types__LineCap;
         impl: __private._cocos_2d_assembler_graphics_webgl_impl__Impl | null;
         /**
@@ -5617,48 +5536,40 @@
              * @param target The target acquiring the value proxy.
              */
             forTarget(target: any): IValueProxy;
         }
-        export interface ICubicSplineValue<T> extends ILerpable {
-            dataPoint: T;
-            inTangent: T;
-            outTangent: T;
-            lerp(to: ICubicSplineValue<T>, t: number, dt: number): T;
-            getNoLerp(): T;
-        }
-        export type CubicSplineValueConstructor<T> = new (dataPoint: T, inTangent: T, outTangent: T) => ICubicSplineValue<T>;
         /**
          * @deprecated since v3.5.0, this is an engine private interface that will be removed in the future.
          */
-        export const CubicSplineVec2Value: CubicSplineValueConstructor<math.Vec2>;
+        export const CubicSplineVec2Value: __private._cocos_core_animation_cubic_spline_value__CubicSplineValueConstructor<math.Vec2>;
         /**
          * @deprecated since v3.5.0, this is an engine private interface that will be removed in the future.
          */
-        export type CubicSplineVec2Value = ICubicSplineValue<math.Vec2>;
+        export type CubicSplineVec2Value = __private._cocos_core_animation_cubic_spline_value__ICubicSplineValue<math.Vec2>;
         /**
          * @deprecated since v3.5.0, this is an engine private interface that will be removed in the future.
          */
-        export const CubicSplineVec3Value: CubicSplineValueConstructor<math.Vec3>;
+        export const CubicSplineVec3Value: __private._cocos_core_animation_cubic_spline_value__CubicSplineValueConstructor<math.Vec3>;
         /**
          * @deprecated since v3.5.0, this is an engine private interface that will be removed in the future.
          */
-        export type CubicSplineVec3Value = ICubicSplineValue<math.Vec3>;
+        export type CubicSplineVec3Value = __private._cocos_core_animation_cubic_spline_value__ICubicSplineValue<math.Vec3>;
         /**
          * @deprecated since v3.5.0, this is an engine private interface that will be removed in the future.
          */
-        export const CubicSplineVec4Value: CubicSplineValueConstructor<math.Vec4>;
+        export const CubicSplineVec4Value: __private._cocos_core_animation_cubic_spline_value__CubicSplineValueConstructor<math.Vec4>;
         /**
          * @deprecated since v3.5.0, this is an engine private interface that will be removed in the future.
          */
-        export type CubicSplineVec4Value = ICubicSplineValue<math.Vec4>;
+        export type CubicSplineVec4Value = __private._cocos_core_animation_cubic_spline_value__ICubicSplineValue<math.Vec4>;
         /**
          * @deprecated since v3.5.0, this is an engine private interface that will be removed in the future.
          */
-        export const CubicSplineQuatValue: CubicSplineValueConstructor<math.Quat>;
+        export const CubicSplineQuatValue: __private._cocos_core_animation_cubic_spline_value__CubicSplineValueConstructor<math.Quat>;
         /**
          * @deprecated since v3.5.0, this is an engine private interface that will be removed in the future.
          */
-        export class CubicSplineNumberValue implements ICubicSplineValue<number> {
+        export class CubicSplineNumberValue implements __private._cocos_core_animation_cubic_spline_value__ICubicSplineValue<number> {
             dataPoint: number;
             inTangent: number;
             outTangent: number;
             constructor(dataPoint: number, inTangent: number, outTangent: number);
@@ -6268,9 +6179,9 @@
         get length(): number;
         getData(offset: number): number;
     }
     export namespace renderer {
-        export function createIA(device: gfx.Device, data: primitives.IGeometry): import("cocos/core/gfx").InputAssembler | null;
+        export function createIA(device: gfx.Device, data: primitives.IGeometry): gfx.InputAssembler | null;
         export const addStage: (name: any) => void;
         export namespace scene {
             export enum CameraFOVAxis {
                 VERTICAL = 0,
@@ -8292,14 +8203,8 @@
         export interface IMacroPatch {
             name: string;
             value: boolean | number | string;
         }
-        export interface IPassDynamics {
-            [type: number]: {
-                dirty: boolean;
-                value: number;
-            };
-        }
         export enum BatchingSchemes {
             NONE = 0,
             INSTANCING = 1,
             VB_MERGING = 2
@@ -8344,9 +8249,9 @@
             protected _pipelineLayout: gfx.PipelineLayout;
             protected _passIndex: number;
             protected _propertyIndex: number;
             protected _programName: string;
-            protected _dynamics: IPassDynamics;
+            protected _dynamics: __private._cocos_core_renderer_core_pass__IPassDynamics;
             protected _propertyHandleMap: Record<string, number>;
             protected _rootBlock: ArrayBuffer | null;
             protected _blocksInt: Int32Array[];
             protected _blocks: Float32Array[];
@@ -8512,9 +8417,9 @@
             get properties(): Record<string, EffectAsset.IPropertyInfo>;
             get defines(): Record<string, string | number | boolean>;
             get passIndex(): number;
             get propertyIndex(): number;
-            get dynamics(): IPassDynamics;
+            get dynamics(): __private._cocos_core_renderer_core_pass__IPassDynamics;
             get blocks(): Float32Array[];
             get blocksInt(): Int32Array[];
             get rootBufferDirty(): boolean;
             get priority(): pipeline.RenderPriority;
@@ -8537,12 +8442,8 @@
             export type getPassHash = typeof Pass.getPassHash;
             export type getCountFromHandle = typeof Pass.getCountFromHandle;
         }
         export function getDeviceShaderVersion(device: gfx.Device): "glsl1" | "glsl3" | "glsl4";
-        export interface IDefineRecord extends EffectAsset.IDefineInfo {
-            _map: (value: any) => number;
-            _offset: number;
-        }
         export interface ITemplateInfo {
             gfxAttributes: gfx.Attribute[];
             shaderInfo: gfx.ShaderInfo;
             blockSizes: number[];
@@ -8553,76 +8454,13 @@
             samplerStartBinding: number;
         }
         export interface IProgramInfo extends EffectAsset.IShaderInfo {
             effectName: string;
-            defines: IDefineRecord[];
+            defines: __private._cocos_core_renderer_core_program_lib__IDefineRecord[];
             constantMacros: string;
             uber: boolean;
         }
-        /**
-         * @en The global maintainer of all shader resources.
-         * @zh 维护 shader 资源实例的全局管理器。
-         */
-        export class ProgramLib {
-            protected _templates: Record<string, IProgramInfo>;
-            protected _cache: Record<string, gfx.Shader>;
-            protected _templateInfos: Record<number, ITemplateInfo>;
-            register(effect: EffectAsset): void;
-            /**
-             * @en Register the shader template with the given info
-             * @zh 注册 shader 模板。
-             */
-            define(shader: EffectAsset.IShaderInfo): IProgramInfo;
-            /**
-             * @en Gets the shader template with its name
-             * @zh 通过名字获取 Shader 模板
-             * @param name Target shader name
-             */
-            getTemplate(name: string): IProgramInfo;
-            /**
-             * @en Gets the shader template info with its name
-             * @zh 通过名字获取 Shader 模版信息
-             * @param name Target shader name
-             */
-            getTemplateInfo(name: string): ITemplateInfo;
-            /**
-             * @en Gets the pipeline layout of the shader template given its name
-             * @zh 通过名字获取 Shader 模板相关联的管线布局
-             * @param name Target shader name
-             */
-            getDescriptorSetLayout(device: gfx.Device, name: string, isLocal?: boolean): gfx.DescriptorSetLayout;
-            /**
-             * @en
-             * Does this library has the specified program
-             * @zh
-             * 当前是否有已注册的指定名字的 shader
-             * @param name Target shader name
-             */
-            hasProgram(name: string): boolean;
-            /**
-             * @en Gets the shader key with the name and a macro combination
-             * @zh 根据 shader 名和预处理宏列表获取 shader key。
-             * @param name Target shader name
-             * @param defines The combination of preprocess macros
-             */
-            getKey(name: string, defines: MacroRecord): string;
-            /**
-             * @en Destroy all shader instance match the preprocess macros
-             * @zh 销毁所有完全满足指定预处理宏特征的 shader 实例。
-             * @param defines The preprocess macros as filter
-             */
-            destroyShaderByDefines(defines: MacroRecord): void;
-            /**
-             * @en Gets the shader resource instance with given information
-             * @zh 获取指定 shader 的渲染资源实例
-             * @param name Shader name
-             * @param defines Preprocess macros
-             * @param pipeline The [[RenderPipeline]] which owns the render command
-             * @param key The shader cache key, if already known
-             */
-            getGFXShader(device: gfx.Device, name: string, defines: MacroRecord, pipeline: __private._cocos_core_pipeline_custom_pipeline__PipelineRuntime, key?: string): gfx.Shader;
-        }
-        export const programLib: ProgramLib;
+        export const programLib: __private._cocos_core_renderer_core_program_lib__ProgramLib;
         export function nearestPOT(num: number): number;
         export interface ITextureBuffer {
             texture: gfx.Texture;
             size: number;
@@ -8702,53 +8540,24 @@
             endChangeStatesSilently(): void;
             protected _syncBatchingScheme(): void;
             protected _onStateChange(): void;
         }
-        export interface IMemoryPool<P extends PoolType> {
-            free(handle: IHandle<P>): void;
-        }
-        export interface IHandle<P extends PoolType> extends Number {
-            _: P;
-        }
-        export enum BufferDataType {
-            UINT32 = 0,
-            FLOAT32 = 1,
-            NEVER = 2
-        }
-        export type BufferManifest = {
-            [key: string]: number | string;
-            COUNT: number;
-        };
-        export type BufferDataTypeManifest<E extends BufferManifest> = {
-            [key in E[keyof E]]: BufferDataType;
-        };
-        export type BufferDataMembersManifest<E extends BufferManifest> = {
-            [key in E[keyof E]]: number;
-        };
-        export type BufferArrayType = Float32Array | Uint32Array;
-        export class BufferPool<P extends PoolType, E extends BufferManifest> implements IMemoryPool<P> {
-            constructor(poolType: P, dataType: BufferDataTypeManifest<E>, dataMembers: BufferDataMembersManifest<E>, enumType: E, entryBits?: number);
-            alloc(): IHandle<P>;
-            getBuffer(handle: IHandle<P>): BufferArrayType;
-            getTypedArray<K extends E[keyof E]>(handle: IHandle<P>, element: K): BufferArrayType;
-            free(handle: IHandle<P>): void;
-        }
         export enum PoolType {
             NODE = 0,
             PASS = 1,
             AABB = 2,
             RENDER2D = 3
         }
-        export const NULL_HANDLE: IHandle<any>;
-        export type Render2dHandle = IHandle<PoolType.RENDER2D>;
+        export const NULL_HANDLE: __private._cocos_core_renderer_core_memory_pools__IHandle<any>;
+        export type Render2dHandle = __private._cocos_core_renderer_core_memory_pools__IHandle<PoolType.RENDER2D>;
         export enum Render2dView {
             POSITION = 0,
             UV = 3,
             COLOR = 5,
             COUNT = 9
         }
-        export const Render2dPool: BufferPool<PoolType.RENDER2D, typeof Render2dView>;
-        export type NodeHandle = IHandle<PoolType.NODE>;
+        export const Render2dPool: __private._cocos_core_renderer_core_memory_pools__BufferPool<PoolType.RENDER2D, typeof Render2dView>;
+        export type NodeHandle = __private._cocos_core_renderer_core_memory_pools__IHandle<PoolType.NODE>;
         export enum NodeView {
             DIRTY_FLAG = 0,
             LAYER = 1,
             WORLD_SCALE = 2,
@@ -8759,10 +8568,10 @@
             LOCAL_POSITION = 31,
             LOCAL_ROTATION = 34,
             COUNT = 38
         }
-        export const NodePool: BufferPool<PoolType.NODE, typeof NodeView>;
-        export type PassHandle = IHandle<PoolType.PASS>;
+        export const NodePool: __private._cocos_core_renderer_core_memory_pools__BufferPool<PoolType.NODE, typeof NodeView>;
+        export type PassHandle = __private._cocos_core_renderer_core_memory_pools__IHandle<PoolType.PASS>;
         export enum PassView {
             PRIORITY = 0,
             STAGE = 1,
             PHASE = 2,
@@ -8771,16 +8580,16 @@
             DYNAMIC_STATE = 5,
             HASH = 6,
             COUNT = 7
         }
-        export const PassPool: BufferPool<PoolType.PASS, typeof PassView>;
-        export type AABBHandle = IHandle<PoolType.AABB>;
+        export const PassPool: __private._cocos_core_renderer_core_memory_pools__BufferPool<PoolType.PASS, typeof PassView>;
+        export type AABBHandle = __private._cocos_core_renderer_core_memory_pools__IHandle<PoolType.AABB>;
         export enum AABBView {
             CENTER = 0,
             HALFEXTENTS = 3,
             COUNT = 6
         }
-        export const AABBPool: BufferPool<PoolType.AABB, typeof AABBView>;
+        export const AABBPool: __private._cocos_core_renderer_core_memory_pools__BufferPool<PoolType.AABB, typeof AABBView>;
         export interface IRenderSceneInfo {
             name: string;
         }
         export interface ISceneNodeInfo {
@@ -16805,19 +16614,9 @@
     export function Enum<T>(obj: T): T;
     export namespace Enum {
         export var update: <T>(obj: T) => T;
         export var isEnum: <EnumT extends {}>(enumType: EnumT) => boolean;
-        export var getList: <EnumT extends {}>(enumType: EnumT) => readonly Enum.Enumerator<EnumT>[];
-        export interface Enumerator<EnumT> {
-            /**
-             * The name of the enumerator.
-             */
-            name: keyof EnumT;
-            /**
-             * The value of the numerator.
-             */
-            value: EnumT[keyof EnumT];
-        }
+        export var getList: <EnumT extends {}>(enumType: EnumT) => readonly __private._cocos_core_value_types_enum__Enum.Enumerator<EnumT>[];
     }
     /**
      * Make the enum type `enumType` as enumeration so that Creator may identify, operate on it.
      * Formally, as a result of invocation on this function with enum type `enumType`:
@@ -17027,13 +16826,13 @@
              * @zh 设置对象池容量。
              */
             resize(length: number): void;
         }
-        export const array: typeof __private._cc_before_rollup__cocos_core_utils_array;
+        export const array: typeof __private._cocos_core_utils_array;
         export const js: {
             IDGenerator: typeof IDGenerator;
             Pool: typeof Pool;
-            array: typeof __private._cc_before_rollup__cocos_core_utils_array;
+            array: typeof __private._cocos_core_utils_array;
             isNumber: typeof isNumber;
             isString: typeof isString;
             isEmptyObject: typeof isEmptyObject;
             getPropertyDescriptor: typeof getPropertyDescriptor;
@@ -17110,8 +16909,9 @@
             formatStr: typeof formatStr;
             shiftArguments: typeof shiftArguments;
             createMap: typeof createMap;
         };
+        /// <reference types="./@types/globals" />
         /**
          * @en
          * Check the object whether is number or not
          * If a number is created by using 'new Number(10086)', the typeof it will be "object"...
@@ -17503,56 +17303,20 @@
     /**
      * @deprecated since v3.6.0, this is an engine private interface that will be removed in the future.
      */
     export function setDefaultLogTimes(times: number): void;
-    export interface IReplacement {
-        /** 废弃属性的名称 */
-        name: string;
-        /** 警告的次数 */
-        logTimes?: number;
-        /** 替换属性的名称 */
-        newName?: string;
-        /** 废弃属性的所属对象 */
-        target?: object;
-        /** 废弃属性的所属对象的名称 */
-        targetName?: string;
-        /** 自定义替换属性(函数) */
-        customFunction?: Function;
-        /** 自定义替换属性的 setter */
-        customSetter?: (v: any) => void;
-        /** 自定义替换属性的 getter */
-        customGetter?: () => any;
-        /** 额外建议 */
-        suggest?: string;
-    }
-    export interface IRemoveItem {
-        /** 废弃属性的名称 */
-        name: string;
-        /** 警告的次数 */
-        logTimes?: number;
-        /** 额外建议 */
-        suggest?: string;
-    }
-    export interface IMarkItem {
-        /** 废弃属性的名称 */
-        name: string;
-        /** 警告的次数 */
-        logTimes?: number;
-        /** 额外建议 */
-        suggest?: string;
-    }
     /**
      * @deprecated since v3.6.0, this is an engine private interface that will be removed in the future.
      */
-    export let replaceProperty: (owner: object, ownerName: string, properties: IReplacement[]) => void;
+    export let replaceProperty: (owner: object, ownerName: string, properties: __private._cocos_core_utils_x_deprecated__IReplacement[]) => void;
     /**
      * @deprecated since v3.6.0, this is an engine private interface that will be removed in the future.
      */
-    export let removeProperty: (owner: object, ownerName: string, properties: IRemoveItem[]) => void;
+    export let removeProperty: (owner: object, ownerName: string, properties: __private._cocos_core_utils_x_deprecated__IRemoveItem[]) => void;
     /**
      * @deprecated since v3.6.0, this is an engine private interface that will be removed in the future.
      */
-    export let markAsWarning: (owner: object, ownerName: string, properties: IMarkItem[]) => void;
+    export let markAsWarning: (owner: object, ownerName: string, properties: __private._cocos_core_utils_x_deprecated__IMarkItem[]) => void;
     /**
      * @en
      * Conversion of non-UI nodes to UI Node (Local) Space coordinate system.
      * @zh
@@ -17882,10 +17646,10 @@
     }): any;
     export namespace CCClass {
         export var _isCCClass: (constructor: any) => boolean;
         export var fastDefine: (className: any, constructor: any, serializableFields: any) => void;
-        export var Attr: typeof __private._cc_before_rollup__cocos_core_data_utils_attribute;
-        export var attr: typeof __private._cc_before_rollup__cocos_core_data_utils_attribute.attr;
+        export var Attr: typeof __private._cocos_core_data_utils_attribute;
+        export var attr: typeof __private._cocos_core_data_utils_attribute.attr;
         export var isCCClassOrFastDefined: typeof __private._cocos_core_data_class__isCCClassOrFastDefined;
         export var getInheritanceChain: (constructor: any) => any[];
         export var isArray: (defaultVal: any) => boolean;
         export var getDefault: (defaultVal: any) => any;
@@ -20126,10 +19890,9 @@
          * 平台相关的特性枚举类型。
          */
         export type Feature = __private._types_globals__EnumAlias<typeof __private._pal_system_info_enum_type_feature__Feature>;
     }
-    export const View_base: new (...args: any[]) => System & __private._cocos_core_event_eventify__IEventified;
-    export class View extends View_base {
+    export class View extends __private._cocos_core_platform_view__View_base {
         static instance: View;
         /**
          * @deprecated since v3.5.0, this is an engine private interface that will be removed in the future.
          */
@@ -20385,95 +20148,8 @@
          */
         convertToLocationInView(tx: number, ty: number, relatedPos: any, out?: math.Vec2): math.Vec2;
     }
     /**
-     * !en
-     * Emit when design resolution changed.
-     * !zh
-     * 当设计分辨率改变时发送。
-     * @event design-resolution-changed
-     */
-    export interface AdaptResult {
-        scale: number[];
-        viewport?: null | math.Rect;
-    }
-    /**
-     * ContainerStrategy class is the root strategy class of container's scale strategy,
-     * it controls the behavior of how to scale the cc.game.container and cc.game.canvas object
-     */
-    export class ContainerStrategy {
-        static EQUAL_TO_FRAME: any;
-        static PROPORTION_TO_FRAME: any;
-        name: string;
-        /**
-         * @en Manipulation before appling the strategy
-         * @zh 在应用策略之前的操作
-         * @param view - The target view
-         */
-        preApply(_view: View): void;
-        /**
-         * @en Function to apply this strategy
-         * @zh 策略应用方法
-         * @param view
-         * @param designedResolution
-         */
-        apply(_view: View, designedResolution: math.Size): void;
-        /**
-         * @en
-         * Manipulation after applying the strategy
-         * @zh 策略调用之后的操作
-         * @param view  The target view
-         */
-        postApply(_view: View): void;
-        protected _setupCanvas(): void;
-    }
-    /**
-     * @en
-     * Emit when canvas resize.
-     * @zh
-     * 当画布大小改变时发送。
-     * @event canvas-resize
-     */
-    /**
-     * ContentStrategy class is the root strategy class of content's scale strategy,
-     * it controls the behavior of how to scale the scene and setup the viewport for the game
-     *
-     * @class ContentStrategy
-     */
-    export class ContentStrategy {
-        static EXACT_FIT: any;
-        static SHOW_ALL: any;
-        static NO_BORDER: any;
-        static FIXED_HEIGHT: any;
-        static FIXED_WIDTH: any;
-        name: string;
-        constructor();
-        /**
-         * @en Manipulation before applying the strategy
-         * @zh 策略应用前的操作
-         * @param view - The target view
-         */
-        preApply(_view: View): void;
-        /**
-         * @en Function to apply this strategy
-         * The return value is {scale: [scaleX, scaleY], viewport: {new Rect}},
-         * The target view can then apply these value to itself, it's preferred not to modify directly its private variables
-         * @zh 调用策略方法
-         * @return The result scale and viewport rect
-         */
-        apply(_view: View, designedResolution: math.Size): AdaptResult;
-        /**
-         * @en Manipulation after applying the strategy
-         * @zh 策略调用之后的操作
-         * @param view - The target view
-         */
-        postApply(_view: View): void;
-        /**
-         * @deprecated since v3.5.0, this is an engine private interface that will be removed in the future.
-         */
-        _buildResult(containerW: any, containerH: any, contentW: any, contentH: any, scaleX: any, scaleY: any): AdaptResult;
-    }
-    /**
      * @en ResolutionPolicy class is the root strategy class of scale strategy,
      * its main task is to maintain the compatibility with Cocos2d-x.
      *
      * @zh ResolutionPolicy 类是适配策略的根策略类,它的主要任务是保持与 Cocos2d-x 的兼容性。
@@ -20528,17 +20204,17 @@
          *
          * @zh 未知的策略
          */
         static UNKNOWN: number;
-        static ContainerStrategy: typeof ContainerStrategy;
-        static ContentStrategy: typeof ContentStrategy;
+        static ContainerStrategy: typeof __private._cocos_core_platform_view__ContainerStrategy;
+        static ContentStrategy: typeof __private._cocos_core_platform_view__ContentStrategy;
         name: string;
         /**
          * Constructor of ResolutionPolicy
          * @param containerStg
          * @param contentStg
          */
-        constructor(containerStg: ContainerStrategy, contentStg: ContentStrategy);
+        constructor(containerStg: __private._cocos_core_platform_view__ContainerStrategy, contentStg: __private._cocos_core_platform_view__ContentStrategy);
         get canvasSize(): math.Size;
         /**
          * @en Manipulation before applying the resolution policy
          * @zh 策略应用前的操作
@@ -20553,9 +20229,9 @@
          * @param _view - The target view
          * @param designedResolution - The user defined design resolution
          * @return An object contains the scale X/Y values and the viewport rect
          */
-        apply(_view: View, designedResolution: math.Size): AdaptResult;
+        apply(_view: View, designedResolution: math.Size): __private._cocos_core_platform_view__AdaptResult;
         /**
          * @en Manipulation after appyling the strategy
          * @zh 策略应用之后的操作
          * @param _view - The target view
@@ -20565,15 +20241,15 @@
          * @en Setup the container's scale strategy
          * @zh 设置容器的适配策略
          * @param containerStg The container strategy
          */
-        setContainerStrategy(containerStg: ContainerStrategy): void;
+        setContainerStrategy(containerStg: __private._cocos_core_platform_view__ContainerStrategy): void;
         /**
          * @en Setup the content's scale strategy
          * @zh 设置内容的适配策略
          * @param contentStg The content strategy
          */
-        setContentStrategy(contentStg: ContentStrategy): void;
+        setContentStrategy(contentStg: __private._cocos_core_platform_view__ContentStrategy): void;
     }
     /**
      * @en view is the singleton view object.
      * @zh view 是全局的视图单例对象。
@@ -20598,9 +20274,9 @@
          * 设置 debug 模式,在浏览器中这个选项会被忽略。
          * @en
          * Set debug mode, only valid in non-browser environment.
          */
-        debugMode?: __private._cc_before_rollup__cocos_core_platform_debug.DebugMode;
+        debugMode?: __private._cocos_core_platform_debug.DebugMode;
         /**
          * @zh
          * 覆盖 settings 模块中的配置项, 用于控制引擎的启动和初始化,你可以在 game.init 中传入参数,也可以在 [game.onPostBaseInitDelegate] 事件回调中覆盖。
          * 需要注意的是你需要在 application.js 模板中指定此选项和监听此事件。
@@ -22105,9 +21781,9 @@
          */
         get macros(): renderer.MacroRecord;
         get device(): gfx.Device;
         get globalDSManager(): __private._cocos_core_pipeline_global_descriptor_set_manager__GlobalDSManager;
-        get descriptorSetLayout(): import("cocos/core/gfx").DescriptorSetLayout;
+        get descriptorSetLayout(): gfx.DescriptorSetLayout;
         get descriptorSet(): gfx.DescriptorSet;
         get commandBuffers(): gfx.CommandBuffer[];
         get pipelineUBO(): __private._cocos_core_pipeline_pipeline_ubo__PipelineUBO;
         get pipelineSceneData(): PipelineSceneData;
@@ -22820,9 +22496,9 @@
          * @zh
          * 一些有用的方法
          *
          */
-        utils: typeof __private._cc_before_rollup__cocos_core_asset_manager_helper;
+        utils: typeof __private._cocos_core_asset_manager_helper;
         /**
          * @en
          * Manage all downloading task
          *
@@ -24200,11 +23876,8 @@
      * @zh
      * resources 是一个 bundle,用于管理所有在 assets/resources 下的资源
      */
     export const resources: AssetManager.Bundle;
-    export type LoadProgressCallback = (completedCount: number, totalCount: number, item: any) => void;
-    export type LoadCompleteCallback<T> = (error: Error | null, asset: T) => void;
-    export type LoadDirCompleteCallback<T> = (error: Error | null, asset: T[], urls: string[]) => void;
     /**
      * @en Loader for resource loading process. The engine automatically initialize its singleton object [[loader]].
      * @zh 资源加载管理器,引擎会自动创建一个单例对象 [[loader]]。
      *
@@ -24319,12 +23992,12 @@
          *     log('Result should be a sprite frame: ' + (spriteFrame instanceof SpriteFrame));
          * });
          *
          */
-        loadRes<T extends Asset>(url: string, type: __private._types_globals__Constructor<T>, progressCallback: LoadProgressCallback, completeCallback: LoadCompleteCallback<T>): any;
-        loadRes<T extends Asset>(url: string, type: __private._types_globals__Constructor<T>, completeCallback: LoadCompleteCallback<T>): any;
-        loadRes<T extends Asset>(url: string, progressCallback: LoadProgressCallback, completeCallback: LoadCompleteCallback<T>): any;
-        loadRes<T extends Asset>(url: string, completeCallback: LoadCompleteCallback<T>): any;
+        loadRes<T extends Asset>(url: string, type: __private._types_globals__Constructor<T>, progressCallback: __private._cocos_core_asset_manager_deprecated__LoadProgressCallback, completeCallback: __private._cocos_core_asset_manager_deprecated__LoadCompleteCallback<T>): any;
+        loadRes<T extends Asset>(url: string, type: __private._types_globals__Constructor<T>, completeCallback: __private._cocos_core_asset_manager_deprecated__LoadCompleteCallback<T>): any;
+        loadRes<T extends Asset>(url: string, progressCallback: __private._cocos_core_asset_manager_deprecated__LoadProgressCallback, completeCallback: __private._cocos_core_asset_manager_deprecated__LoadCompleteCallback<T>): any;
+        loadRes<T extends Asset>(url: string, completeCallback: __private._cocos_core_asset_manager_deprecated__LoadCompleteCallback<T>): any;
         /**
          * @en This method is like [[loadRes]] except that it accepts array of url.
          * @zh 此方法除了接受 URL 数组参数外,与 [[loadRes]] 方法相同。
          *
@@ -24355,9 +24028,9 @@
          *     // ...
          * });
          * ```
          */
-        loadResArray<T extends Asset>(urls: string[], type?: __private._types_globals__Constructor<T>, progressCallback?: LoadProgressCallback, completeCallback?: LoadCompleteCallback<T[]>): void;
+        loadResArray<T extends Asset>(urls: string[], type?: __private._types_globals__Constructor<T>, progressCallback?: __private._cocos_core_asset_manager_deprecated__LoadProgressCallback, completeCallback?: __private._cocos_core_asset_manager_deprecated__LoadCompleteCallback<T[]>): void;
         /**
          * @en
          * Load all assets in a folder inside the "assets/resources" folder of your project.<br>
          * <br>
@@ -24404,12 +24077,12 @@
          *     let url = urls[0];
          * });
          * ```
          */
-        loadResDir<T extends Asset>(url: string, type: __private._types_globals__Constructor<T>, progressCallback: LoadProgressCallback, completeCallback: LoadDirCompleteCallback<T>): any;
-        loadResDir<T extends Asset>(url: string, type: __private._types_globals__Constructor<T>, completeCallback: LoadDirCompleteCallback<T>): any;
-        loadResDir<T extends Asset>(url: string, progressCallback: LoadProgressCallback, completeCallback: LoadDirCompleteCallback<T>): any;
-        loadResDir<T extends Asset>(url: string, completeCallback: LoadDirCompleteCallback<T>): any;
+        loadResDir<T extends Asset>(url: string, type: __private._types_globals__Constructor<T>, progressCallback: __private._cocos_core_asset_manager_deprecated__LoadProgressCallback, completeCallback: __private._cocos_core_asset_manager_deprecated__LoadDirCompleteCallback<T>): any;
+        loadResDir<T extends Asset>(url: string, type: __private._types_globals__Constructor<T>, completeCallback: __private._cocos_core_asset_manager_deprecated__LoadDirCompleteCallback<T>): any;
+        loadResDir<T extends Asset>(url: string, progressCallback: __private._cocos_core_asset_manager_deprecated__LoadProgressCallback, completeCallback: __private._cocos_core_asset_manager_deprecated__LoadDirCompleteCallback<T>): any;
+        loadResDir<T extends Asset>(url: string, completeCallback: __private._cocos_core_asset_manager_deprecated__LoadDirCompleteCallback<T>): any;
         /**
          * @en
          * Get resource data by id. <br>
          * When you load resources with [[load]] or [[loadRes]],
@@ -28116,37 +27789,16 @@
     }
     export type ObjectCurveKeyframe<T> = T;
     /**
      * @zh
-     * Settings 中的默认分组,通常与模块一一对应。
-     *
-     * @en
-     * The default grouping in Settings, which usually corresponds to the module.
-     */
-    export enum Category {
-        PATH = "path",
-        ENGINE = "engine",
-        ASSETS = "assets",
-        SCRIPTING = "scripting",
-        PHYSICS = "physics",
-        RENDERING = "rendering",
-        LAUNCH = "launch",
-        SCREEN = "screen",
-        SPLASH_SCREEN = "splashScreen",
-        ANIMATION = "animation",
-        PROFILING = "profiling",
-        PLUGINS = "plugins"
-    }
-    /**
-     * @zh
      * 配置模块用于获取 settings.json 配置文件中的配置信息,同时你可以覆盖一些配置从而影响引擎的启动和运行,可参考 [game.init] 的参数选项说明。你可以通过 [settings] 访问此模块单例。
      * @en
      * The Settings module is used to get the configuration information in the settings.json configuration file,
      * and you can override some of the configuration to affect the launch and running of the engine, as described in the [game.init] parameter options.
      * You can access this single instance of the module via [settings].
      */
     export class Settings {
-        static Category: typeof Category;
+        static Category: typeof __private._cocos_core_settings__Category;
         /**
          * Initialization
          * @internal
          */
@@ -28168,9 +27820,9 @@
          * settings.overrideSettings(Settings.Category.ASSETS, 'server', 'http://www.test.com');
          * console.log(settings.querySettings(Settings.Category.ASSETS, 'server')); // print http://www.test.com
          * ```
          */
-        overrideSettings<T = any>(category: Category | string, name: string, value: T): void;
+        overrideSettings<T = any>(category: __private._cocos_core_settings__Category | string, name: string, value: T): void;
         /**
          * @zh
          * 查询配置模块中具体分组中的具体配置值。
          *
@@ -28185,12 +27837,12 @@
          * ```ts
          * console.log(settings.querySettings(Settings.Category.ENGINE, 'debug')); // print false
          * ```
          */
-        querySettings<T = any>(category: Category | string, name: string): T | null;
+        querySettings<T = any>(category: __private._cocos_core_settings__Category | string, name: string): T | null;
     }
     export namespace Settings {
-        export type Category = typeof _Category;
+        export type Category = typeof __private._cocos_core_settings__Category;
     }
     /**
      * @zh
      * Settings 模块单例,你能通过此单例访问 settings.json 中的配置数据。
@@ -28199,38 +27851,23 @@
      */
     export const settings: Settings;
     export function getRenderArea(camera: renderer.scene.Camera, width: number, height: number, light?: renderer.scene.Light | null, level?: number): gfx.Rect;
     export function buildShadowPass(passName: Readonly<string>, ppl: __private._cocos_core_pipeline_custom_pipeline__Pipeline, camera: renderer.scene.Camera, light: renderer.scene.Light, level: number, width: Readonly<number>, height: Readonly<number>): void;
-    export function buildShadowPasses(cameraName: string, camera: renderer.scene.Camera, ppl: __private._cocos_core_pipeline_custom_pipeline__Pipeline): CameraInfo;
+    export function buildShadowPasses(cameraName: string, camera: renderer.scene.Camera, ppl: __private._cocos_core_pipeline_custom_pipeline__Pipeline): __private._cocos_core_pipeline_custom_builtin_pipelines__CameraInfo;
     export function getCameraUniqueID(camera: renderer.scene.Camera): number;
     export function getLoadOpOfClearFlag(clearFlag: gfx.ClearFlagBit, attachment: __private._cocos_core_pipeline_custom_types__AttachmentType): gfx.LoadOp;
     export function validPunctualLightsCulling(pipeline: __private._cocos_core_pipeline_custom_pipeline__Pipeline, camera: renderer.scene.Camera): void;
-    export class CameraInfo {
-        shadowEnabled: boolean;
-        mainLightShadowNames: string[];
-        spotLightShadowNames: string[];
-    }
     export class ForwardPipelineBuilder extends __private._cocos_core_pipeline_custom_pipeline__PipelineBuilder {
         setup(cameras: renderer.scene.Camera[], ppl: __private._cocos_core_pipeline_custom_pipeline__Pipeline): void;
     }
     export enum AntiAliasing {
         NONE = 0,
         FXAA = 1
     }
-    export class DeferredData {
-        constructor();
-        readonly _deferredLightingMaterial: Material;
-        readonly _deferredPostMaterial: Material;
-        _antiAliasing: AntiAliasing;
-    }
     export class DeferredPipelineBuilder extends __private._cocos_core_pipeline_custom_pipeline__PipelineBuilder {
         setup(cameras: renderer.scene.Camera[], ppl: __private._cocos_core_pipeline_custom_pipeline__Pipeline): void;
-        readonly _deferredData: DeferredData;
+        readonly _deferredData: __private._cocos_core_pipeline_custom_builtin_pipelines__DeferredData;
     }
-    export interface IPoolHandlerComponent extends Component {
-        unuse(): void;
-        reuse(args: any): void;
-    }
     /**
      * @en
      *  `NodePool` is the cache pool designed for node type.<br/>
      *  It can helps you to improve your game performance for objects which need frequent release and recreate operations<br/>
@@ -28260,9 +27897,9 @@
         /**
          * @en The pool handler component, it could be the class name or the constructor.
          * @zh 缓冲池处理组件,用于节点的回收和复用逻辑,这个属性可以是组件类名或组件的构造函数。
          */
-        poolHandlerComp?: __private._extensions_ccpool_node_pool__Constructor<IPoolHandlerComponent> | string;
+        poolHandlerComp?: __private._extensions_ccpool_node_pool__Constructor<__private._extensions_ccpool_node_pool__IPoolHandlerComponent> | string;
         /**
          * @en
          * Constructor for creating a pool for a specific node template (usually a prefab).
          * You can pass a component (type or name) argument for handling event for reusing and recycling node.
@@ -28279,9 +27916,9 @@
          *       this.myPool = new NodePool('MyTemplateHandler');
          *     }
          *  }
          */
-        constructor(poolHandlerComp?: __private._extensions_ccpool_node_pool__Constructor<IPoolHandlerComponent> | string);
+        constructor(poolHandlerComp?: __private._extensions_ccpool_node_pool__Constructor<__private._extensions_ccpool_node_pool__IPoolHandlerComponent> | string);
         /**
          * @en The current available size in the pool
          * @zh 获取当前缓冲池的可用对象数量
          */
@@ -30063,28 +29700,28 @@
          * @param filePath : @en the file path of the image @zh 图片文件路径
          * @param callback : @en the callback function @zh 回调函数
          * @example
          * ```ts
-                    let renderTexture = new RenderTexture();
-                    let renderWindowInfo = {
-                    width: this._width,
-                    height: this._height
-                    };
-                    renderTexture.reset(renderWindowInfo);
-                    cameras.forEach((camera: any) => {
-                    camera.targetTexture = renderTexture;
-                    });
-                    await this.waitForNextFrame();
-                    cameras.forEach((camera: any) => {
-                        camera.targetTexture = null;
-                    });
-                    let pixelData = renderTexture.readPixels();
-                    jsb.saveImageData(pixelData, path, width, height, filePath, (isSuccess) => {
-                        if (isSuccess) {
-                            console.log('save image success');
-                        } else {
-                            console.log('save image failed');
-                    }));
+                let renderTexture = new RenderTexture();
+                let renderWindowInfo = {
+                width: this._width,
+                height: this._height
+                };
+                renderTexture.reset(renderWindowInfo);
+                cameras.forEach((camera: any) => {
+                camera.targetTexture = renderTexture;
+                });
+                await this.waitForNextFrame();
+                cameras.forEach((camera: any) => {
+                    camera.targetTexture = null;
+                });
+                let pixelData = renderTexture.readPixels();
+                jsb.saveImageData(pixelData, path, width, height, filePath, (isSuccess) => {
+                    if (isSuccess) {
+                        console.log('save image success');
+                    } else {
+                        console.log('save image failed');
+                }));
          */
         function saveImageData(data: Uint8Array, width: number, height: number, filePath: string): Promise<void>;
         /**
          * @en DownloaderTask @zh 下载任务对象
@@ -30734,49 +30371,49 @@
             /**
              *  @en
              *  Returns the fullpath for a given filename.
              *
-                        First it will try to get a new filename from the "filenameLookup" dictionary.
-                        If a new filename can't be found on the dictionary, it will use the original filename.
-                        Then it will try to obtain the full path of the filename using the FileUtils search rules: resolutions, and search paths.
-                        The file search is based on the array element order of search paths and resolution directories.
-                
-                        For instance:
-                
-                            We set two elements("/mnt/sdcard/", "internal_dir/") to search paths vector by setSearchPaths,
-                            and set three elements("resources-ipadhd/", "resources-ipad/", "resources-iphonehd")
-                            to resolutions vector by setSearchResolutionsOrder. The "internal_dir" is relative to "Resources/".
-                
-                            If we have a file named 'sprite.png', the mapping in fileLookup dictionary contains `key: sprite.png -> value: sprite.pvr.gz`.
-                            Firstly, it will replace 'sprite.png' with 'sprite.pvr.gz', then searching the file sprite.pvr.gz as follows:
-                
-                                /mnt/sdcard/resources-ipadhd/sprite.pvr.gz      (if not found, search next)
-                                /mnt/sdcard/resources-ipad/sprite.pvr.gz        (if not found, search next)
-                                /mnt/sdcard/resources-iphonehd/sprite.pvr.gz    (if not found, search next)
-                                /mnt/sdcard/sprite.pvr.gz                       (if not found, search next)
-                                internal_dir/resources-ipadhd/sprite.pvr.gz     (if not found, search next)
-                                internal_dir/resources-ipad/sprite.pvr.gz       (if not found, search next)
-                                internal_dir/resources-iphonehd/sprite.pvr.gz   (if not found, search next)
-                                internal_dir/sprite.pvr.gz                      (if not found, return "sprite.png")
-                
-                            If the filename contains relative path like "gamescene/uilayer/sprite.png",
-                            and the mapping in fileLookup dictionary contains `key: gamescene/uilayer/sprite.png -> value: gamescene/uilayer/sprite.pvr.gz`.
-                            The file search order will be:
-                
-                                /mnt/sdcard/gamescene/uilayer/resources-ipadhd/sprite.pvr.gz      (if not found, search next)
-                                /mnt/sdcard/gamescene/uilayer/resources-ipad/sprite.pvr.gz        (if not found, search next)
-                                /mnt/sdcard/gamescene/uilayer/resources-iphonehd/sprite.pvr.gz    (if not found, search next)
-                                /mnt/sdcard/gamescene/uilayer/sprite.pvr.gz                       (if not found, search next)
-                                internal_dir/gamescene/uilayer/resources-ipadhd/sprite.pvr.gz     (if not found, search next)
-                                internal_dir/gamescene/uilayer/resources-ipad/sprite.pvr.gz       (if not found, search next)
-                                internal_dir/gamescene/uilayer/resources-iphonehd/sprite.pvr.gz   (if not found, search next)
-                                internal_dir/gamescene/uilayer/sprite.pvr.gz                      (if not found, return "gamescene/uilayer/sprite.png")
-                
-                        If the new file can't be found on the file system, it will return the parameter filename directly.
-                
-                        This method was added to simplify multiplatform support.
-                        Whether you are using cocos2d-js or any cross-compilation toolchain like StellaSDK or Apportable,
-                        you might need to load different resources for a given file in the different platforms.
+                    First it will try to get a new filename from the "filenameLookup" dictionary.
+                    If a new filename can't be found on the dictionary, it will use the original filename.
+                    Then it will try to obtain the full path of the filename using the FileUtils search rules: resolutions, and search paths.
+                    The file search is based on the array element order of search paths and resolution directories.
+            
+                    For instance:
+            
+                        We set two elements("/mnt/sdcard/", "internal_dir/") to search paths vector by setSearchPaths,
+                        and set three elements("resources-ipadhd/", "resources-ipad/", "resources-iphonehd")
+                        to resolutions vector by setSearchResolutionsOrder. The "internal_dir" is relative to "Resources/".
+            
+                        If we have a file named 'sprite.png', the mapping in fileLookup dictionary contains `key: sprite.png -> value: sprite.pvr.gz`.
+                        Firstly, it will replace 'sprite.png' with 'sprite.pvr.gz', then searching the file sprite.pvr.gz as follows:
+            
+                            /mnt/sdcard/resources-ipadhd/sprite.pvr.gz      (if not found, search next)
+                            /mnt/sdcard/resources-ipad/sprite.pvr.gz        (if not found, search next)
+                            /mnt/sdcard/resources-iphonehd/sprite.pvr.gz    (if not found, search next)
+                            /mnt/sdcard/sprite.pvr.gz                       (if not found, search next)
+                            internal_dir/resources-ipadhd/sprite.pvr.gz     (if not found, search next)
+                            internal_dir/resources-ipad/sprite.pvr.gz       (if not found, search next)
+                            internal_dir/resources-iphonehd/sprite.pvr.gz   (if not found, search next)
+                            internal_dir/sprite.pvr.gz                      (if not found, return "sprite.png")
+            
+                        If the filename contains relative path like "gamescene/uilayer/sprite.png",
+                        and the mapping in fileLookup dictionary contains `key: gamescene/uilayer/sprite.png -> value: gamescene/uilayer/sprite.pvr.gz`.
+                        The file search order will be:
+            
+                            /mnt/sdcard/gamescene/uilayer/resources-ipadhd/sprite.pvr.gz      (if not found, search next)
+                            /mnt/sdcard/gamescene/uilayer/resources-ipad/sprite.pvr.gz        (if not found, search next)
+                            /mnt/sdcard/gamescene/uilayer/resources-iphonehd/sprite.pvr.gz    (if not found, search next)
+                            /mnt/sdcard/gamescene/uilayer/sprite.pvr.gz                       (if not found, search next)
+                            internal_dir/gamescene/uilayer/resources-ipadhd/sprite.pvr.gz     (if not found, search next)
+                            internal_dir/gamescene/uilayer/resources-ipad/sprite.pvr.gz       (if not found, search next)
+                            internal_dir/gamescene/uilayer/resources-iphonehd/sprite.pvr.gz   (if not found, search next)
+                            internal_dir/gamescene/uilayer/sprite.pvr.gz                      (if not found, return "gamescene/uilayer/sprite.png")
+            
+                    If the new file can't be found on the file system, it will return the parameter filename directly.
+            
+                    This method was added to simplify multiplatform support.
+                    Whether you are using cocos2d-js or any cross-compilation toolchain like StellaSDK or Apportable,
+                    you might need to load different resources for a given file in the different platforms.
              *  @zh
              *  通过文件名获取绝对路径
              *  @since v2.1
              */
@@ -31621,14 +31258,8 @@
             init(factory: CCFactory): void;
             destroy(): boolean;
             protected _clear(): void;
         }
-        export enum DefaultArmaturesEnum {
-            default = "Bad expression <-1>"
-        }
-        export enum DefaultAnimsEnum {
-            '<None>' = 0
-        }
         export let timeScale: number;
         /**
          * @en Enum for cache mode type.
          * @zh Dragonbones渲染类型
@@ -31673,11 +31304,8 @@
             target: Node | null;
             boneIndex: number | null;
             constructor(path?: string, target?: Node | null);
         }
-        export interface BoneIndex extends Number {
-            _any: number;
-        }
         /**
          * @en
          * The Armature Display of DragonBones <br/>
          * <br/>
@@ -31731,12 +31359,12 @@
              * @property {String} animationName
              */
             get animationName(): string;
             set animationName(value: string);
-            get _defaultArmatureIndex(): DefaultArmaturesEnum;
-            set _defaultArmatureIndex(value: DefaultArmaturesEnum);
-            get _animationIndex(): DefaultAnimsEnum;
-            set _animationIndex(value: DefaultAnimsEnum);
+            get _defaultArmatureIndex(): __private._cocos_dragon_bones_ArmatureDisplay__DefaultArmaturesEnum;
+            set _defaultArmatureIndex(value: __private._cocos_dragon_bones_ArmatureDisplay__DefaultArmaturesEnum);
+            get _animationIndex(): __private._cocos_dragon_bones_ArmatureDisplay__DefaultAnimsEnum;
+            set _animationIndex(value: __private._cocos_dragon_bones_ArmatureDisplay__DefaultAnimsEnum);
             get _defaultCacheMode(): AnimationCacheMode;
             set _defaultCacheMode(value: AnimationCacheMode);
             /**
              * @en The time scale of this armature.
@@ -31789,14 +31417,14 @@
             get socketNodes(): Map<string, Node>;
             _armature: Armature | null;
             attachUtil: AttachUtil;
             get drawList(): memop.RecyclePool<ArmatureDisplayDrawData>;
-            protected _defaultArmatureIndexValue: DefaultArmaturesEnum;
+            protected _defaultArmatureIndexValue: __private._cocos_dragon_bones_ArmatureDisplay__DefaultArmaturesEnum;
             _dragonAsset: DragonBonesAsset | null;
             _dragonAtlasAsset: DragonBonesAtlasAsset | null;
             _armatureName: string;
             protected _animationName: string;
-            protected _animationIndexValue: DefaultAnimsEnum;
+            protected _animationIndexValue: __private._cocos_dragon_bones_ArmatureDisplay__DefaultAnimsEnum;
             protected _preCacheMode: number;
             protected _cacheMode: AnimationCacheMode;
             protected _defaultCacheModeValue: AnimationCacheMode;
             protected _timeScale: number;
@@ -31843,9 +31471,9 @@
             };
             protected _enumArmatures: any;
             protected _enumAnimations: any;
             protected _socketNodes: Map<string, Node>;
-            protected _cachedSockets: Map<string, BoneIndex>;
+            protected _cachedSockets: Map<string, __private._cocos_dragon_bones_ArmatureDisplay__BoneIndex>;
             protected _sockets: DragonBoneSocket[];
             constructor();
             initFactory(): void;
             onLoad(): void;
@@ -39670,9 +39298,9 @@
         reset(): void;
         getMaxCount(psys: any): number;
     }
     export const Physics2DUtils: {
-        PolygonSeparator: typeof __private._cc_before_rollup__cocos_physics_2d_framework_utils_polygon_separator;
+        PolygonSeparator: typeof __private._cocos_physics_2d_framework_utils_polygon_separator;
     };
     export enum ERigidBody2DType {
         /**
          * @en
@@ -39790,10 +39418,9 @@
         Controller = 64,
         All = 63
     }
     export const PHYSICS_2D_PTM_RATIO = 32;
-    export const PhysicsSystem2D_base: new (...args: any[]) => System & __private._cocos_core_event_eventify__IEventified;
-    export class PhysicsSystem2D extends PhysicsSystem2D_base {
+    export class PhysicsSystem2D extends __private._cocos_physics_2d_framework_physics_system__PhysicsSystem2D_base {
         /**
          * @en
          * Gets or sets whether the physical system is enabled, which can be used to pause or continue running the physical system.
          * @zh
@@ -40464,10 +40091,9 @@
         protected onDisable(): void;
         protected onDestroy(): void;
         get impl(): __private._cocos_physics_2d_spec_i_rigid_body__IRigidBody2D | null;
     }
-    export const Collider2D_base: new (...args: any[]) => Component & __private._cocos_core_event_eventify__IEventified;
-    export class Collider2D extends Collider2D_base {
+    export class Collider2D extends __private._cocos_physics_2d_framework_components_colliders_collider_2d__Collider2D_base {
         editing: boolean;
         /**
          * @en Tag. If a node has several collider components, you can judge which type of collider is collided according to the tag.
          * @zh 标签。当一个节点上有多个碰撞组件时,在发生碰撞后,可以使用此标签来判断是节点上的哪个碰撞组件被碰撞了。
@@ -42959,26 +42585,16 @@
             maxSubMeshIndices: number;
         }
         export import cylinder = physics.utils.cylinder;
     }
-    export enum PrimitiveType {
-        BOX = 0,
-        SPHERE = 1,
-        CYLINDER = 2,
-        CONE = 3,
-        CAPSULE = 4,
-        TORUS = 5,
-        PLANE = 6,
-        QUAD = 7
-    }
     /**
      * @en
      * Basic primitive mesh, this can be generate some primitive mesh at runtime.
      * @zh
      * 基础图形网格,可以在运行时构建一些基础的网格。
      */
     export class Primitive extends Mesh {
-        static PrimitiveType: typeof PrimitiveType;
+        static PrimitiveType: typeof __private._cocos_primitive_primitive__PrimitiveType;
         /**
          * @en
          * The type of the primitive mesh, set it before you call onLoaded.
          * @zh
@@ -42991,9 +42607,9 @@
          * @zh
          * 创建此基础图形网格的可选参数,请在 onLoaded 调用之前设置。
          */
         info: Record<string, number>;
-        constructor(type?: PrimitiveType);
+        constructor(type?: __private._cocos_primitive_primitive__PrimitiveType);
         /**
          * @en
          * Construct the primitive mesh with `type` and `info`.
          * @zh
@@ -43001,27 +42617,15 @@
          */
         onLoaded(): void;
     }
     export namespace Primitive {
-        export type PrimitiveType = __private._types_globals__EnumAlias<typeof _PrimitiveType>;
+        export type PrimitiveType = __private._types_globals__EnumAlias<typeof __private._cocos_primitive_primitive__PrimitiveType>;
     }
-    export interface IProfilerState {
-        frame: __private._cocos_profiler_counter__ICounterOption;
-        fps: __private._cocos_profiler_counter__ICounterOption;
-        draws: __private._cocos_profiler_counter__ICounterOption;
-        instances: __private._cocos_profiler_counter__ICounterOption;
-        tricount: __private._cocos_profiler_counter__ICounterOption;
-        logic: __private._cocos_profiler_counter__ICounterOption;
-        physics: __private._cocos_profiler_counter__ICounterOption;
-        render: __private._cocos_profiler_counter__ICounterOption;
-        textureMemory: __private._cocos_profiler_counter__ICounterOption;
-        bufferMemory: __private._cocos_profiler_counter__ICounterOption;
-    }
     export class Profiler extends System {
         /**
          * @deprecated since v3.5.0, this is an engine private interface that will be removed in the future.
          */
-        _stats: IProfilerState | null;
+        _stats: __private._cocos_profiler_profiler__IProfilerState | null;
         constructor();
         init(): void;
         isShowingStats(): boolean;
         hideStats(): void;
@@ -43036,38 +42640,28 @@
         beforeDraw(): void;
         afterDraw(): void;
     }
     export const profiler: Profiler;
-    export type BakeData = ReturnType<AnimationClip[typeof __private._cocos_core_animation_internal_symbols__BAKE_SKELETON_CURVE_SYMBOL]>;
     /**
      * @en
      * The data conversion tool for skeleton animation
      * @zh
      * 骨骼动画数据转换中心。
      * @internal
      */
     export class SkelAnimDataHub {
-        static getOrExtract(clip: AnimationClip): BakeData;
+        static getOrExtract(clip: AnimationClip): __private._cocos_3d_skeletal_animation_skeletal_animation_data_hub__BakeData;
         static destroy(clip: AnimationClip): void;
     }
-    export interface ITransform {
-        pos: math.Vec3;
-        rot: math.Quat;
-        scale: math.Vec3;
-    }
-    export interface ISocketData {
-        target: Node;
-        frames: ITransform[];
-    }
     /**
      * @en The animation state for skeletal animations.
      * @zh 骨骼动画的动画状态控制对象。
      */
     export class SkeletalAnimationState extends AnimationState {
         protected _frames: number;
         protected _bakedDuration: number;
         protected _animInfo: __private._cocos_3d_skeletal_animation_skeletal_animation_utils__IAnimInfo | null;
-        protected _sockets: ISocketData[];
+        protected _sockets: __private._cocos_3d_skeletal_animation_skeletal_animation_state__ISocketData[];
         protected _animInfoMgr: __private._cocos_3d_skeletal_animation_skeletal_animation_utils__JointAnimationInfo;
         protected _parent: SkeletalAnimation | null;
         protected _curvesInited: boolean;
         constructor(clip: AnimationClip, name?: string);
@@ -43181,8 +42775,1203 @@
         protected _doCreateState(clip: AnimationClip, name: string): SkeletalAnimationState;
         protected doPlayOrCrossFade(state: AnimationState, duration: number): void;
     }
     export namespace sp {
+        export namespace spine {
+            export class Animation {
+                name: string;
+                timelines: Array<Timeline>;
+                timelineIds: Array<boolean>;
+                duration: number;
+                constructor(name: string, timelines: Array<Timeline>, duration: number);
+                hasTimeline(id: number): boolean;
+                apply(skeleton: Skeleton, lastTime: number, time: number, loop: boolean, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
+                static binarySearch(values: ArrayLike<number>, target: number, step?: number): number;
+                static linearSearch(values: ArrayLike<number>, target: number, step: number): number;
+            }
+            export interface Timeline {
+                apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
+                getPropertyId(): number;
+            }
+            export enum MixBlend {
+                setup = 0,
+                first = 1,
+                replace = 2,
+                add = 3
+            }
+            export enum MixDirection {
+                mixIn = 0,
+                mixOut = 1
+            }
+            export enum TimelineType {
+                rotate = 0,
+                translate = 1,
+                scale = 2,
+                shear = 3,
+                attachment = 4,
+                color = 5,
+                deform = 6,
+                event = 7,
+                drawOrder = 8,
+                ikConstraint = 9,
+                transformConstraint = 10,
+                pathConstraintPosition = 11,
+                pathConstraintSpacing = 12,
+                pathConstraintMix = 13,
+                twoColor = 14
+            }
+            export abstract class CurveTimeline implements Timeline {
+                static LINEAR: number;
+                static STEPPED: number;
+                static BEZIER: number;
+                static BEZIER_SIZE: number;
+                abstract getPropertyId(): number;
+                constructor(frameCount: number);
+                getFrameCount(): number;
+                setLinear(frameIndex: number): void;
+                setStepped(frameIndex: number): void;
+                getCurveType(frameIndex: number): number;
+                setCurve(frameIndex: number, cx1: number, cy1: number, cx2: number, cy2: number): void;
+                getCurvePercent(frameIndex: number, percent: number): number;
+                abstract apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
+            }
+            export class RotateTimeline extends CurveTimeline {
+                static ENTRIES: number;
+                static PREV_TIME: number;
+                static PREV_ROTATION: number;
+                static ROTATION: number;
+                boneIndex: number;
+                frames: ArrayLike<number>;
+                constructor(frameCount: number);
+                getPropertyId(): number;
+                setFrame(frameIndex: number, time: number, degrees: number): void;
+                apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
+            }
+            export class TranslateTimeline extends CurveTimeline {
+                static ENTRIES: number;
+                static PREV_TIME: number;
+                static PREV_X: number;
+                static PREV_Y: number;
+                static X: number;
+                static Y: number;
+                boneIndex: number;
+                frames: ArrayLike<number>;
+                constructor(frameCount: number);
+                getPropertyId(): number;
+                setFrame(frameIndex: number, time: number, x: number, y: number): void;
+                apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
+            }
+            export class ScaleTimeline extends TranslateTimeline {
+                constructor(frameCount: number);
+                getPropertyId(): number;
+                apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
+            }
+            export class ShearTimeline extends TranslateTimeline {
+                constructor(frameCount: number);
+                getPropertyId(): number;
+                apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
+            }
+            export class ColorTimeline extends CurveTimeline {
+                static ENTRIES: number;
+                static PREV_TIME: number;
+                static PREV_R: number;
+                static PREV_G: number;
+                static PREV_B: number;
+                static PREV_A: number;
+                static R: number;
+                static G: number;
+                static B: number;
+                static A: number;
+                slotIndex: number;
+                frames: ArrayLike<number>;
+                constructor(frameCount: number);
+                getPropertyId(): number;
+                setFrame(frameIndex: number, time: number, r: number, g: number, b: number, a: number): void;
+                apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
+            }
+            export class TwoColorTimeline extends CurveTimeline {
+                static ENTRIES: number;
+                static PREV_TIME: number;
+                static PREV_R: number;
+                static PREV_G: number;
+                static PREV_B: number;
+                static PREV_A: number;
+                static PREV_R2: number;
+                static PREV_G2: number;
+                static PREV_B2: number;
+                static R: number;
+                static G: number;
+                static B: number;
+                static A: number;
+                static R2: number;
+                static G2: number;
+                static B2: number;
+                slotIndex: number;
+                frames: ArrayLike<number>;
+                constructor(frameCount: number);
+                getPropertyId(): number;
+                setFrame(frameIndex: number, time: number, r: number, g: number, b: number, a: number, r2: number, g2: number, b2: number): void;
+                apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
+            }
+            export class AttachmentTimeline implements Timeline {
+                slotIndex: number;
+                frames: ArrayLike<number>;
+                attachmentNames: Array<string>;
+                constructor(frameCount: number);
+                getPropertyId(): number;
+                getFrameCount(): number;
+                setFrame(frameIndex: number, time: number, attachmentName: string): void;
+                apply(skeleton: Skeleton, lastTime: number, time: number, events: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
+                setAttachment(skeleton: Skeleton, slot: Slot, attachmentName: string): void;
+            }
+            export class DeformTimeline extends CurveTimeline {
+                slotIndex: number;
+                attachment: VertexAttachment;
+                frames: ArrayLike<number>;
+                frameVertices: Array<ArrayLike<number>>;
+                constructor(frameCount: number);
+                getPropertyId(): number;
+                setFrame(frameIndex: number, time: number, vertices: ArrayLike<number>): void;
+                apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
+            }
+            export class EventTimeline implements Timeline {
+                frames: ArrayLike<number>;
+                events: Array<Event>;
+                constructor(frameCount: number);
+                getPropertyId(): number;
+                getFrameCount(): number;
+                setFrame(frameIndex: number, event: Event): void;
+                apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
+            }
+            export class DrawOrderTimeline implements Timeline {
+                frames: ArrayLike<number>;
+                drawOrders: Array<Array<number>>;
+                constructor(frameCount: number);
+                getPropertyId(): number;
+                getFrameCount(): number;
+                setFrame(frameIndex: number, time: number, drawOrder: Array<number>): void;
+                apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
+            }
+            export class IkConstraintTimeline extends CurveTimeline {
+                static ENTRIES: number;
+                static PREV_TIME: number;
+                static PREV_MIX: number;
+                static PREV_SOFTNESS: number;
+                static PREV_BEND_DIRECTION: number;
+                static PREV_COMPRESS: number;
+                static PREV_STRETCH: number;
+                static MIX: number;
+                static SOFTNESS: number;
+                static BEND_DIRECTION: number;
+                static COMPRESS: number;
+                static STRETCH: number;
+                ikConstraintIndex: number;
+                frames: ArrayLike<number>;
+                constructor(frameCount: number);
+                getPropertyId(): number;
+                setFrame(frameIndex: number, time: number, mix: number, softness: number, bendDirection: number, compress: boolean, stretch: boolean): void;
+                apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
+            }
+            export class TransformConstraintTimeline extends CurveTimeline {
+                static ENTRIES: number;
+                static PREV_TIME: number;
+                static PREV_ROTATE: number;
+                static PREV_TRANSLATE: number;
+                static PREV_SCALE: number;
+                static PREV_SHEAR: number;
+                static ROTATE: number;
+                static TRANSLATE: number;
+                static SCALE: number;
+                static SHEAR: number;
+                transformConstraintIndex: number;
+                frames: ArrayLike<number>;
+                constructor(frameCount: number);
+                getPropertyId(): number;
+                setFrame(frameIndex: number, time: number, rotateMix: number, translateMix: number, scaleMix: number, shearMix: number): void;
+                apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
+            }
+            export class PathConstraintPositionTimeline extends CurveTimeline {
+                static ENTRIES: number;
+                static PREV_TIME: number;
+                static PREV_VALUE: number;
+                static VALUE: number;
+                pathConstraintIndex: number;
+                frames: ArrayLike<number>;
+                constructor(frameCount: number);
+                getPropertyId(): number;
+                setFrame(frameIndex: number, time: number, value: number): void;
+                apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
+            }
+            export class PathConstraintSpacingTimeline extends PathConstraintPositionTimeline {
+                constructor(frameCount: number);
+                getPropertyId(): number;
+                apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
+            }
+            export class PathConstraintMixTimeline extends CurveTimeline {
+                static ENTRIES: number;
+                static PREV_TIME: number;
+                static PREV_ROTATE: number;
+                static PREV_TRANSLATE: number;
+                static ROTATE: number;
+                static TRANSLATE: number;
+                pathConstraintIndex: number;
+                frames: ArrayLike<number>;
+                constructor(frameCount: number);
+                getPropertyId(): number;
+                setFrame(frameIndex: number, time: number, rotateMix: number, translateMix: number): void;
+                apply(skeleton: Skeleton, lastTime: number, time: number, firedEvents: Array<Event>, alpha: number, blend: MixBlend, direction: MixDirection): void;
+            }
+            export class AnimationState {
+                static emptyAnimation: Animation;
+                static SUBSEQUENT: number;
+                static FIRST: number;
+                static HOLD_SUBSEQUENT: number;
+                static HOLD_FIRST: number;
+                static HOLD_MIX: number;
+                static SETUP: number;
+                static CURRENT: number;
+                data: AnimationStateData;
+                tracks: TrackEntry[];
+                timeScale: number;
+                unkeyedState: number;
+                events: Event[];
+                listeners: AnimationStateListener[];
+                queue: EventQueue;
+                propertyIDs: IntSet;
+                animationsChanged: boolean;
+                trackEntryPool: Pool<TrackEntry>;
+                constructor(data: AnimationStateData);
+                update(delta: number): void;
+                updateMixingFrom(to: TrackEntry, delta: number): boolean;
+                apply(skeleton: Skeleton): boolean;
+                applyMixingFrom(to: TrackEntry, skeleton: Skeleton, blend: MixBlend): number;
+                applyAttachmentTimeline(timeline: AttachmentTimeline, skeleton: Skeleton, time: number, blend: MixBlend, attachments: boolean): void;
+                setAttachment(skeleton: Skeleton, slot: Slot, attachmentName: string, attachments: boolean): void;
+                applyRotateTimeline(timeline: Timeline, skeleton: Skeleton, time: number, alpha: number, blend: MixBlend, timelinesRotation: Array<number>, i: number, firstFrame: boolean): void;
+                queueEvents(entry: TrackEntry, animationTime: number): void;
+                clearTracks(): void;
+                clearTrack(trackIndex: number): void;
+                setCurrent(index: number, current: TrackEntry, interrupt: boolean): void;
+                setAnimation(trackIndex: number, animationName: string, loop: boolean): TrackEntry;
+                setAnimationWith(trackIndex: number, animation: Animation, loop: boolean): TrackEntry;
+                addAnimation(trackIndex: number, animationName: string, loop: boolean, delay: number): TrackEntry;
+                addAnimationWith(trackIndex: number, animation: Animation, loop: boolean, delay: number): TrackEntry;
+                setEmptyAnimation(trackIndex: number, mixDuration: number): TrackEntry;
+                addEmptyAnimation(trackIndex: number, mixDuration: number, delay: number): TrackEntry;
+                setEmptyAnimations(mixDuration: number): void;
+                expandToIndex(index: number): TrackEntry;
+                trackEntry(trackIndex: number, animation: Animation, loop: boolean, last: TrackEntry): TrackEntry;
+                disposeNext(entry: TrackEntry): void;
+                _animationsChanged(): void;
+                computeHold(entry: TrackEntry): void;
+                getCurrent(trackIndex: number): TrackEntry;
+                addListener(listener: AnimationStateListener): void;
+                removeListener(listener: AnimationStateListener): void;
+                clearListeners(): void;
+                clearListenerNotifications(): void;
+            }
+            export class TrackEntry {
+                animation: Animation;
+                next: TrackEntry;
+                mixingFrom: TrackEntry;
+                mixingTo: TrackEntry;
+                listener: AnimationStateListener;
+                trackIndex: number;
+                loop: boolean;
+                holdPrevious: boolean;
+                eventThreshold: number;
+                attachmentThreshold: number;
+                drawOrderThreshold: number;
+                animationStart: number;
+                animationEnd: number;
+                animationLast: number;
+                nextAnimationLast: number;
+                delay: number;
+                trackTime: number;
+                trackLast: number;
+                nextTrackLast: number;
+                trackEnd: number;
+                timeScale: number;
+                alpha: number;
+                mixTime: number;
+                mixDuration: number;
+                interruptAlpha: number;
+                totalAlpha: number;
+                mixBlend: MixBlend;
+                timelineMode: number[];
+                timelineHoldMix: TrackEntry[];
+                timelinesRotation: number[];
+                reset(): void;
+                getAnimationTime(): number;
+                setAnimationLast(animationLast: number): void;
+                isComplete(): boolean;
+                resetRotationDirections(): void;
+            }
+            export class EventQueue {
+                objects: Array<any>;
+                drainDisabled: boolean;
+                animState: AnimationState;
+                constructor(animState: AnimationState);
+                start(entry: TrackEntry): void;
+                interrupt(entry: TrackEntry): void;
+                end(entry: TrackEntry): void;
+                dispose(entry: TrackEntry): void;
+                complete(entry: TrackEntry): void;
+                event(entry: TrackEntry, event: Event): void;
+                drain(): void;
+                clear(): void;
+            }
+            export enum EventType {
+                start = 0,
+                interrupt = 1,
+                end = 2,
+                dispose = 3,
+                complete = 4,
+                event = 5
+            }
+            export interface AnimationStateListener {
+                start(entry: TrackEntry): void;
+                interrupt(entry: TrackEntry): void;
+                end(entry: TrackEntry): void;
+                dispose(entry: TrackEntry): void;
+                complete(entry: TrackEntry): void;
+                event(entry: TrackEntry, event: Event): void;
+            }
+            export abstract class AnimationStateAdapter implements AnimationStateListener {
+                start(entry: TrackEntry): void;
+                interrupt(entry: TrackEntry): void;
+                end(entry: TrackEntry): void;
+                dispose(entry: TrackEntry): void;
+                complete(entry: TrackEntry): void;
+                event(entry: TrackEntry, event: Event): void;
+            }
+            export class AnimationStateData {
+                skeletonData: SkeletonData;
+                animationToMixTime: Map<number>;
+                defaultMix: number;
+                constructor(skeletonData: SkeletonData);
+                setMix(fromName: string, toName: string, duration: number): void;
+                setMixWith(from: Animation, to: Animation, duration: number): void;
+                getMix(from: Animation, to: Animation): number;
+            }
+            export class AssetManager implements Disposable {
+                constructor(textureLoader: (image: HTMLImageElement) => any, pathPrefix?: string);
+                setRawDataURI(path: string, data: string): void;
+                loadBinary(path: string, success?: (path: string, binary: Uint8Array) => void, error?: (path: string, error: string) => void): void;
+                loadText(path: string, success?: (path: string, text: string) => void, error?: (path: string, error: string) => void): void;
+                loadTexture(path: string, success?: (path: string, image: HTMLImageElement) => void, error?: (path: string, error: string) => void): void;
+                loadTextureAtlas(path: string, success?: (path: string, atlas: TextureAtlas) => void, error?: (path: string, error: string) => void): void;
+                get(path: string): any;
+                remove(path: string): void;
+                removeAll(): void;
+                isLoadingComplete(): boolean;
+                getToLoad(): number;
+                getLoaded(): number;
+                dispose(): void;
+                hasErrors(): boolean;
+                getErrors(): Map<string>;
+            }
+            export class AtlasAttachmentLoader implements AttachmentLoader {
+                atlas: TextureAtlas;
+                constructor(atlas: TextureAtlas);
+                newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
+                newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
+                newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
+                newPathAttachment(skin: Skin, name: string): PathAttachment;
+                newPointAttachment(skin: Skin, name: string): PointAttachment;
+                newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
+            }
+            export enum BlendMode {
+                Normal = 0,
+                Additive = 1,
+                Multiply = 2,
+                Screen = 3
+            }
+            export class Bone implements Updatable {
+                data: BoneData;
+                skeleton: Skeleton;
+                parent: Bone;
+                children: Bone[];
+                x: number;
+                y: number;
+                rotation: number;
+                scaleX: number;
+                scaleY: number;
+                shearX: number;
+                shearY: number;
+                ax: number;
+                ay: number;
+                arotation: number;
+                ascaleX: number;
+                ascaleY: number;
+                ashearX: number;
+                ashearY: number;
+                appliedValid: boolean;
+                a: number;
+                b: number;
+                c: number;
+                d: number;
+                worldY: number;
+                worldX: number;
+                sorted: boolean;
+                active: boolean;
+                constructor(data: BoneData, skeleton: Skeleton, parent: Bone);
+                isActive(): boolean;
+                update(): void;
+                updateWorldTransform(): void;
+                updateWorldTransformWith(x: number, y: number, rotation: number, scaleX: number, scaleY: number, shearX: number, shearY: number): void;
+                setToSetupPose(): void;
+                getWorldRotationX(): number;
+                getWorldRotationY(): number;
+                getWorldScaleX(): number;
+                getWorldScaleY(): number;
+                updateAppliedTransform(): void;
+                worldToLocal(world: Vector2): Vector2;
+                localToWorld(local: Vector2): Vector2;
+                worldToLocalRotation(worldRotation: number): number;
+                localToWorldRotation(localRotation: number): number;
+                rotateWorld(degrees: number): void;
+            }
+            export class BoneData {
+                index: number;
+                name: string;
+                parent: BoneData;
+                length: number;
+                x: number;
+                y: number;
+                rotation: number;
+                scaleX: number;
+                scaleY: number;
+                shearX: number;
+                shearY: number;
+                transformMode: TransformMode;
+                skinRequired: boolean;
+                color: Color;
+                constructor(index: number, name: string, parent: BoneData);
+            }
+            export enum TransformMode {
+                Normal = 0,
+                OnlyTranslation = 1,
+                NoRotationOrReflection = 2,
+                NoScale = 3,
+                NoScaleOrReflection = 4
+            }
+            export abstract class ConstraintData {
+                name: string;
+                order: number;
+                skinRequired: boolean;
+                constructor(name: string, order: number, skinRequired: boolean);
+            }
+            export class Event {
+                data: EventData;
+                intValue: number;
+                floatValue: number;
+                stringValue: string;
+                time: number;
+                volume: number;
+                balance: number;
+                constructor(time: number, data: EventData);
+            }
+            export class EventData {
+                name: string;
+                intValue: number;
+                floatValue: number;
+                stringValue: string;
+                audioPath: string;
+                volume: number;
+                balance: number;
+                constructor(name: string);
+            }
+            export class IkConstraint implements Updatable {
+                data: IkConstraintData;
+                bones: Array<Bone>;
+                target: Bone;
+                bendDirection: number;
+                compress: boolean;
+                stretch: boolean;
+                mix: number;
+                softness: number;
+                active: boolean;
+                constructor(data: IkConstraintData, skeleton: Skeleton);
+                isActive(): boolean;
+                apply(): void;
+                update(): void;
+                apply1(bone: Bone, targetX: number, targetY: number, compress: boolean, stretch: boolean, uniform: boolean, alpha: number): void;
+                apply2(parent: Bone, child: Bone, targetX: number, targetY: number, bendDir: number, stretch: boolean, softness: number, alpha: number): void;
+            }
+            export class IkConstraintData extends ConstraintData {
+                bones: BoneData[];
+                target: BoneData;
+                bendDirection: number;
+                compress: boolean;
+                stretch: boolean;
+                uniform: boolean;
+                mix: number;
+                softness: number;
+                constructor(name: string);
+            }
+            export class PathConstraint implements Updatable {
+                static NONE: number;
+                static BEFORE: number;
+                static AFTER: number;
+                static epsilon: number;
+                data: PathConstraintData;
+                bones: Array<Bone>;
+                target: Slot;
+                position: number;
+                spacing: number;
+                rotateMix: number;
+                translateMix: number;
+                spaces: number[];
+                positions: number[];
+                world: number[];
+                curves: number[];
+                lengths: number[];
+                segments: number[];
+                active: boolean;
+                constructor(data: PathConstraintData, skeleton: Skeleton);
+                isActive(): boolean;
+                apply(): void;
+                update(): void;
+                computeWorldPositions(path: PathAttachment, spacesCount: number, tangents: boolean, percentPosition: boolean, percentSpacing: boolean): number[];
+                addBeforePosition(p: number, temp: Array<number>, i: number, out: Array<number>, o: number): void;
+                addAfterPosition(p: number, temp: Array<number>, i: number, out: Array<number>, o: number): void;
+                addCurvePosition(p: number, x1: number, y1: number, cx1: number, cy1: number, cx2: number, cy2: number, x2: number, y2: number, out: Array<number>, o: number, tangents: boolean): void;
+            }
+            export class PathConstraintData extends ConstraintData {
+                bones: BoneData[];
+                target: SlotData;
+                positionMode: PositionMode;
+                spacingMode: SpacingMode;
+                rotateMode: RotateMode;
+                offsetRotation: number;
+                position: number;
+                spacing: number;
+                rotateMix: number;
+                translateMix: number;
+                constructor(name: string);
+            }
+            export enum PositionMode {
+                Fixed = 0,
+                Percent = 1
+            }
+            export enum SpacingMode {
+                Length = 0,
+                Fixed = 1,
+                Percent = 2
+            }
+            export enum RotateMode {
+                Tangent = 0,
+                Chain = 1,
+                ChainScale = 2
+            }
+            export class SharedAssetManager implements Disposable {
+                constructor(pathPrefix?: string);
+                loadText(clientId: string, path: string): void;
+                loadJson(clientId: string, path: string): void;
+                loadTexture(clientId: string, textureLoader: (image: HTMLImageElement | ImageBitmap) => any, path: string): void;
+                get(clientId: string, path: string): any;
+                isLoadingComplete(clientId: string): boolean;
+                dispose(): void;
+                hasErrors(): boolean;
+                getErrors(): Map<string>;
+            }
+            export class Skeleton {
+                data: SkeletonData;
+                bones: Array<Bone>;
+                slots: Array<Slot>;
+                drawOrder: Array<Slot>;
+                ikConstraints: Array<IkConstraint>;
+                transformConstraints: Array<TransformConstraint>;
+                pathConstraints: Array<PathConstraint>;
+                _updateCache: Updatable[];
+                updateCacheReset: Updatable[];
+                skin: Skin;
+                color: Color;
+                time: number;
+                scaleX: number;
+                scaleY: number;
+                x: number;
+                y: number;
+                constructor(data: SkeletonData);
+                updateCache(): void;
+                sortIkConstraint(constraint: IkConstraint): void;
+                sortPathConstraint(constraint: PathConstraint): void;
+                sortTransformConstraint(constraint: TransformConstraint): void;
+                sortPathConstraintAttachment(skin: Skin, slotIndex: number, slotBone: Bone): void;
+                sortPathConstraintAttachmentWith(attachment: Attachment, slotBone: Bone): void;
+                sortBone(bone: Bone): void;
+                sortReset(bones: Array<Bone>): void;
+                updateWorldTransform(): void;
+                setToSetupPose(): void;
+                setBonesToSetupPose(): void;
+                setSlotsToSetupPose(): void;
+                getRootBone(): Bone;
+                findBone(boneName: string): Bone;
+                findBoneIndex(boneName: string): number;
+                findSlot(slotName: string): Slot;
+                findSlotIndex(slotName: string): number;
+                setSkinByName(skinName: string): void;
+                setSkin(newSkin: Skin): void;
+                getAttachmentByName(slotName: string, attachmentName: string): Attachment;
+                getAttachment(slotIndex: number, attachmentName: string): Attachment;
+                setAttachment(slotName: string, attachmentName: string): void;
+                findIkConstraint(constraintName: string): IkConstraint;
+                findTransformConstraint(constraintName: string): TransformConstraint;
+                findPathConstraint(constraintName: string): PathConstraint;
+                getBounds(offset: Vector2, size: Vector2, temp?: Array<number>): void;
+                update(delta: number): void;
+            }
+            export class SkeletonBinary {
+                static AttachmentTypeValues: number[];
+                static TransformModeValues: TransformMode[];
+                static PositionModeValues: PositionMode[];
+                static SpacingModeValues: SpacingMode[];
+                static RotateModeValues: RotateMode[];
+                static BlendModeValues: BlendMode[];
+                static BONE_ROTATE: number;
+                static BONE_TRANSLATE: number;
+                static BONE_SCALE: number;
+                static BONE_SHEAR: number;
+                static SLOT_ATTACHMENT: number;
+                static SLOT_COLOR: number;
+                static SLOT_TWO_COLOR: number;
+                static PATH_POSITION: number;
+                static PATH_SPACING: number;
+                static PATH_MIX: number;
+                static CURVE_LINEAR: number;
+                static CURVE_STEPPED: number;
+                static CURVE_BEZIER: number;
+                scale: number;
+                attachmentLoader: AttachmentLoader;
+                constructor(attachmentLoader: AttachmentLoader);
+                readSkeletonData(binary: Uint8Array): SkeletonData;
+                setCurve(timeline: CurveTimeline, frameIndex: number, cx1: number, cy1: number, cx2: number, cy2: number): void;
+            }
+            export class SkeletonBounds {
+                minX: number;
+                minY: number;
+                maxX: number;
+                maxY: number;
+                boundingBoxes: BoundingBoxAttachment[];
+                polygons: ArrayLike<number>[];
+                update(skeleton: Skeleton, updateAabb: boolean): void;
+                aabbCompute(): void;
+                aabbContainsPoint(x: number, y: number): boolean;
+                aabbIntersectsSegment(x1: number, y1: number, x2: number, y2: number): boolean;
+                aabbIntersectsSkeleton(bounds: SkeletonBounds): boolean;
+                containsPoint(x: number, y: number): BoundingBoxAttachment;
+                containsPointPolygon(polygon: ArrayLike<number>, x: number, y: number): boolean;
+                intersectsSegment(x1: number, y1: number, x2: number, y2: number): BoundingBoxAttachment;
+                intersectsSegmentPolygon(polygon: ArrayLike<number>, x1: number, y1: number, x2: number, y2: number): boolean;
+                getPolygon(boundingBox: BoundingBoxAttachment): ArrayLike<number>;
+                getWidth(): number;
+                getHeight(): number;
+            }
+            export class SkeletonClipping {
+                clippedVertices: number[];
+                clippedTriangles: number[];
+                clipStart(slot: Slot, clip: ClippingAttachment): number;
+                clipEndWithSlot(slot: Slot): void;
+                clipEnd(): void;
+                isClipping(): boolean;
+                clipTriangles(vertices: ArrayLike<number>, verticesLength: number, triangles: ArrayLike<number>, trianglesLength: number, uvs: ArrayLike<number>, light: Color, dark: Color, twoColor: boolean, strideFloat?: number, offsetV?: number, offsetI?: number): void;
+                clip(x1: number, y1: number, x2: number, y2: number, x3: number, y3: number, clippingArea: Array<number>, output: Array<number>): boolean;
+                static makeClockwise(polygon: ArrayLike<number>): void;
+            }
+            export class SkeletonData {
+                name: string;
+                bones: BoneData[];
+                slots: SlotData[];
+                skins: Skin[];
+                defaultSkin: Skin;
+                events: EventData[];
+                animations: Animation[];
+                ikConstraints: IkConstraintData[];
+                transformConstraints: TransformConstraintData[];
+                pathConstraints: PathConstraintData[];
+                x: number;
+                y: number;
+                width: number;
+                height: number;
+                version: string;
+                hash: string;
+                fps: number;
+                imagesPath: string;
+                audioPath: string;
+                findBone(boneName: string): BoneData;
+                findBoneIndex(boneName: string): number;
+                findSlot(slotName: string): SlotData;
+                findSlotIndex(slotName: string): number;
+                findSkin(skinName: string): Skin;
+                findEvent(eventDataName: string): EventData;
+                findAnimation(animationName: string): Animation;
+                findIkConstraint(constraintName: string): IkConstraintData;
+                findTransformConstraint(constraintName: string): TransformConstraintData;
+                findPathConstraint(constraintName: string): PathConstraintData;
+                findPathConstraintIndex(pathConstraintName: string): number;
+            }
+            export class SkeletonJson {
+                attachmentLoader: AttachmentLoader;
+                scale: number;
+                constructor(attachmentLoader: AttachmentLoader);
+                readSkeletonData(json: string | any): SkeletonData;
+                readAttachment(map: any, skin: Skin, slotIndex: number, name: string, skeletonData: SkeletonData): Attachment;
+                readVertices(map: any, attachment: VertexAttachment, verticesLength: number): void;
+                readAnimation(map: any, name: string, skeletonData: SkeletonData): void;
+                readCurve(map: any, timeline: CurveTimeline, frameIndex: number): void;
+                getValue(map: any, prop: string, defaultValue: any): any;
+                static blendModeFromString(str: string): BlendMode;
+                static positionModeFromString(str: string): PositionMode;
+                static spacingModeFromString(str: string): SpacingMode;
+                static rotateModeFromString(str: string): RotateMode;
+                static transformModeFromString(str: string): TransformMode;
+            }
+            export class SkinEntry {
+                slotIndex: number;
+                name: string;
+                attachment: Attachment;
+                constructor(slotIndex: number, name: string, attachment: Attachment);
+            }
+            export class Skin {
+                name: string;
+                attachments: Map<Attachment>[];
+                bones: BoneData[];
+                constraints: ConstraintData[];
+                constructor(name: string);
+                setAttachment(slotIndex: number, name: string, attachment: Attachment): void;
+                addSkin(skin: Skin): void;
+                copySkin(skin: Skin): void;
+                getAttachment(slotIndex: number, name: string): Attachment;
+                removeAttachment(slotIndex: number, name: string): void;
+                getAttachments(): Array<SkinEntry>;
+                getAttachmentsForSlot(slotIndex: number, attachments: Array<SkinEntry>): void;
+                clear(): void;
+                attachAll(skeleton: Skeleton, oldSkin: Skin): void;
+            }
+            export class Slot {
+                data: SlotData;
+                bone: Bone;
+                color: Color;
+                darkColor: Color;
+                attachment: Attachment;
+                attachmentState: number;
+                deform: number[];
+                constructor(data: SlotData, bone: Bone);
+                getSkeleton(): Skeleton;
+                getAttachment(): Attachment;
+                setAttachment(attachment: Attachment): void;
+                setAttachmentTime(time: number): void;
+                getAttachmentTime(): number;
+                setToSetupPose(): void;
+            }
+            export class SlotData {
+                index: number;
+                name: string;
+                boneData: BoneData;
+                color: Color;
+                darkColor: Color;
+                attachmentName: string;
+                blendMode: BlendMode;
+                constructor(index: number, name: string, boneData: BoneData);
+            }
+            export abstract class Texture {
+                protected _image: HTMLImageElement | ImageBitmap;
+                constructor(image: HTMLImageElement | ImageBitmap);
+                getImage(): HTMLImageElement | ImageBitmap;
+                abstract setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void;
+                abstract setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void;
+                abstract dispose(): void;
+                static filterFromString(text: string): TextureFilter;
+                static wrapFromString(text: string): TextureWrap;
+            }
+            export enum TextureFilter {
+                Nearest = 9728,
+                Linear = 9729,
+                MipMap = 9987,
+                MipMapNearestNearest = 9984,
+                MipMapLinearNearest = 9985,
+                MipMapNearestLinear = 9986,
+                MipMapLinearLinear = 9987
+            }
+            export enum TextureWrap {
+                MirroredRepeat = 33648,
+                ClampToEdge = 33071,
+                Repeat = 10497
+            }
+            export class TextureRegion {
+                renderObject: any;
+                u: number;
+                v: number;
+                u2: number;
+                v2: number;
+                width: number;
+                height: number;
+                rotate: boolean;
+                offsetX: number;
+                offsetY: number;
+                originalWidth: number;
+                originalHeight: number;
+            }
+            export class FakeTexture extends Texture {
+                setFilters(minFilter: TextureFilter, magFilter: TextureFilter): void;
+                setWraps(uWrap: TextureWrap, vWrap: TextureWrap): void;
+                dispose(): void;
+            }
+            export class TextureAtlas implements Disposable {
+                pages: TextureAtlasPage[];
+                regions: TextureAtlasRegion[];
+                constructor(atlasText: string, textureLoader: (path: string) => any);
+                findRegion(name: string): TextureAtlasRegion;
+                dispose(): void;
+            }
+            export class TextureAtlasPage {
+                name: string;
+                minFilter: TextureFilter;
+                magFilter: TextureFilter;
+                uWrap: TextureWrap;
+                vWrap: TextureWrap;
+                texture: Texture;
+                width: number;
+                height: number;
+            }
+            export class TextureAtlasRegion extends TextureRegion {
+                page: TextureAtlasPage;
+                name: string;
+                x: number;
+                y: number;
+                index: number;
+                rotate: boolean;
+                degrees: number;
+                texture: Texture;
+            }
+            export class TransformConstraint implements Updatable {
+                data: TransformConstraintData;
+                bones: Array<Bone>;
+                target: Bone;
+                rotateMix: number;
+                translateMix: number;
+                scaleMix: number;
+                shearMix: number;
+                temp: Vector2;
+                active: boolean;
+                constructor(data: TransformConstraintData, skeleton: Skeleton);
+                isActive(): boolean;
+                apply(): void;
+                update(): void;
+                applyAbsoluteWorld(): void;
+                applyRelativeWorld(): void;
+                applyAbsoluteLocal(): void;
+                applyRelativeLocal(): void;
+            }
+            export class TransformConstraintData extends ConstraintData {
+                bones: BoneData[];
+                target: BoneData;
+                rotateMix: number;
+                translateMix: number;
+                scaleMix: number;
+                shearMix: number;
+                offsetRotation: number;
+                offsetX: number;
+                offsetY: number;
+                offsetScaleX: number;
+                offsetScaleY: number;
+                offsetShearY: number;
+                relative: boolean;
+                local: boolean;
+                constructor(name: string);
+            }
+            export class Triangulator {
+                triangulate(verticesArray: ArrayLike<number>): Array<number>;
+                decompose(verticesArray: Array<number>, triangles: Array<number>): Array<Array<number>>;
+            }
+            export interface Updatable {
+                update(): void;
+                isActive(): boolean;
+            }
+            export interface Map<T> {
+                [key: string]: T;
+            }
+            export class IntSet {
+                array: number[];
+                add(value: number): boolean;
+                contains(value: number): boolean;
+                remove(value: number): void;
+                clear(): void;
+            }
+            export interface Disposable {
+                dispose(): void;
+            }
+            export interface Restorable {
+                restore(): void;
+            }
+            export class Color {
+                r: number;
+                g: number;
+                b: number;
+                a: number;
+                static WHITE: Color;
+                static RED: Color;
+                static GREEN: Color;
+                static BLUE: Color;
+                static MAGENTA: Color;
+                constructor(r?: number, g?: number, b?: number, a?: number);
+                set(r: number, g: number, b: number, a: number): this;
+                setFromColor(c: Color): this;
+                setFromString(hex: string): this;
+                add(r: number, g: number, b: number, a: number): this;
+                clamp(): this;
+                static rgba8888ToColor(color: Color, value: number): void;
+                static rgb888ToColor(color: Color, value: number): void;
+            }
+            export class MathUtils {
+                static PI: number;
+                static PI2: number;
+                static radiansToDegrees: number;
+                static radDeg: number;
+                static degreesToRadians: number;
+                static degRad: number;
+                static clamp(value: number, min: number, max: number): number;
+                static cosDeg(degrees: number): number;
+                static sinDeg(degrees: number): number;
+                static signum(value: number): number;
+                static toInt(x: number): number;
+                static cbrt(x: number): number;
+                static randomTriangular(min: number, max: number): number;
+                static randomTriangularWith(min: number, max: number, mode: number): number;
+            }
+            export abstract class Interpolation {
+                protected abstract applyInternal(a: number): number;
+                apply(start: number, end: number, a: number): number;
+            }
+            export class Pow extends Interpolation {
+                protected power: number;
+                constructor(power: number);
+                applyInternal(a: number): number;
+            }
+            export class PowOut extends Pow {
+                constructor(power: number);
+                applyInternal(a: number): number;
+            }
+            export class Utils {
+                static SUPPORTS_TYPED_ARRAYS: boolean;
+                static arrayCopy<T>(source: ArrayLike<T>, sourceStart: number, dest: ArrayLike<T>, destStart: number, numElements: number): void;
+                static setArraySize<T>(array: Array<T>, size: number, value?: any): Array<T>;
+                static ensureArrayCapacity<T>(array: Array<T>, size: number, value?: any): Array<T>;
+                static newArray<T>(size: number, defaultValue: T): Array<T>;
+                static newFloatArray(size: number): ArrayLike<number>;
+                static newShortArray(size: number): ArrayLike<number>;
+                static toFloatArray(array: Array<number>): number[] | Float32Array;
+                static toSinglePrecision(value: number): number;
+                static webkit602BugfixHelper(alpha: number, blend: MixBlend): void;
+                static contains<T>(array: Array<T>, element: T, identity?: boolean): boolean;
+            }
+            export class DebugUtils {
+                static logBones(skeleton: Skeleton): void;
+            }
+            export class Pool<T> {
+                constructor(instantiator: () => T);
+                obtain(): T;
+                free(item: T): void;
+                freeAll(items: ArrayLike<T>): void;
+                clear(): void;
+            }
+            export class Vector2 {
+                x: number;
+                y: number;
+                constructor(x?: number, y?: number);
+                set(x: number, y: number): Vector2;
+                length(): number;
+                normalize(): this;
+            }
+            export class TimeKeeper {
+                maxDelta: number;
+                framesPerSecond: number;
+                delta: number;
+                totalTime: number;
+                update(): void;
+            }
+            export interface ArrayLike<T> {
+                length: number;
+                [n: number]: T;
+            }
+            export class WindowedMean {
+                values: Array<number>;
+                addedValues: number;
+                lastValue: number;
+                mean: number;
+                dirty: boolean;
+                constructor(windowSize?: number);
+                hasEnoughData(): boolean;
+                addValue(value: number): void;
+                getMean(): number;
+            }
+            export interface VertexEffect {
+                begin(skeleton: Skeleton): void;
+                transform(position: Vector2, uv: Vector2, light: Color, dark: Color): void;
+                end(): void;
+            }
+            export abstract class Attachment {
+                name: string;
+                constructor(name: string);
+                abstract copy(): Attachment;
+            }
+            export abstract class VertexAttachment extends Attachment {
+                id: number;
+                bones: Array<number>;
+                vertices: ArrayLike<number>;
+                worldVerticesLength: number;
+                deformAttachment: VertexAttachment;
+                constructor(name: string);
+                computeWorldVertices(slot: Slot, start: number, count: number, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
+                copyTo(attachment: VertexAttachment): void;
+            }
+            export interface AttachmentLoader {
+                newRegionAttachment(skin: Skin, name: string, path: string): RegionAttachment;
+                newMeshAttachment(skin: Skin, name: string, path: string): MeshAttachment;
+                newBoundingBoxAttachment(skin: Skin, name: string): BoundingBoxAttachment;
+                newPathAttachment(skin: Skin, name: string): PathAttachment;
+                newPointAttachment(skin: Skin, name: string): PointAttachment;
+                newClippingAttachment(skin: Skin, name: string): ClippingAttachment;
+            }
+            export enum AttachmentType {
+                Region = 0,
+                BoundingBox = 1,
+                Mesh = 2,
+                LinkedMesh = 3,
+                Path = 4,
+                Point = 5,
+                Clipping = 6
+            }
+            export class BoundingBoxAttachment extends VertexAttachment {
+                color: Color;
+                constructor(name: string);
+                copy(): Attachment;
+            }
+            export class ClippingAttachment extends VertexAttachment {
+                endSlot: SlotData;
+                color: Color;
+                constructor(name: string);
+                copy(): Attachment;
+            }
+            export class MeshAttachment extends VertexAttachment {
+                region: TextureRegion;
+                path: string;
+                regionUVs: ArrayLike<number>;
+                uvs: ArrayLike<number>;
+                triangles: Array<number>;
+                color: Color;
+                width: number;
+                height: number;
+                hullLength: number;
+                edges: Array<number>;
+                tempColor: Color;
+                constructor(name: string);
+                updateUVs(): void;
+                getParentMesh(): MeshAttachment;
+                setParentMesh(parentMesh: MeshAttachment): void;
+                copy(): Attachment;
+                newLinkedMesh(): MeshAttachment;
+            }
+            export class PathAttachment extends VertexAttachment {
+                lengths: Array<number>;
+                closed: boolean;
+                constantSpeed: boolean;
+                color: Color;
+                constructor(name: string);
+                copy(): Attachment;
+            }
+            export class PointAttachment extends VertexAttachment {
+                x: number;
+                y: number;
+                rotation: number;
+                color: Color;
+                constructor(name: string);
+                computeWorldPosition(bone: Bone, point: Vector2): Vector2;
+                computeWorldRotation(bone: Bone): number;
+                copy(): Attachment;
+            }
+            export class RegionAttachment extends Attachment {
+                static OX1: number;
+                static OY1: number;
+                static OX2: number;
+                static OY2: number;
+                static OX3: number;
+                static OY3: number;
+                static OX4: number;
+                static OY4: number;
+                static X1: number;
+                static Y1: number;
+                static C1R: number;
+                static C1G: number;
+                static C1B: number;
+                static C1A: number;
+                static U1: number;
+                static V1: number;
+                static X2: number;
+                static Y2: number;
+                static C2R: number;
+                static C2G: number;
+                static C2B: number;
+                static C2A: number;
+                static U2: number;
+                static V2: number;
+                static X3: number;
+                static Y3: number;
+                static C3R: number;
+                static C3G: number;
+                static C3B: number;
+                static C3A: number;
+                static U3: number;
+                static V3: number;
+                static X4: number;
+                static Y4: number;
+                static C4R: number;
+                static C4G: number;
+                static C4B: number;
+                static C4A: number;
+                static U4: number;
+                static V4: number;
+                x: number;
+                y: number;
+                scaleX: number;
+                scaleY: number;
+                rotation: number;
+                width: number;
+                height: number;
+                color: Color;
+                path: string;
+                rendererObject: any;
+                region: TextureRegion;
+                offset: ArrayLike<number>;
+                uvs: ArrayLike<number>;
+                tempColor: Color;
+                constructor(name: string);
+                updateOffset(): void;
+                setRegion(region: TextureRegion): void;
+                computeWorldVertices(bone: Bone, worldVertices: ArrayLike<number>, offset: number, stride: number): void;
+                copy(): Attachment;
+            }
+            export class JitterEffect implements VertexEffect {
+                jitterX: number;
+                jitterY: number;
+                constructor(jitterX: number, jitterY: number);
+                begin(skeleton: Skeleton): void;
+                transform(position: Vector2, uv: Vector2, light: Color, dark: Color): void;
+                end(): void;
+            }
+            export class SwirlEffect implements VertexEffect {
+                static interpolation: PowOut;
+                centerX: number;
+                centerY: number;
+                radius: number;
+                angle: number;
+                constructor(radius: number, interpolation?: Interpolation);
+                begin(skeleton: Skeleton): void;
+                transform(position: Vector2, uv: Vector2, light: Color, dark: Color): void;
+                end(): void;
+            }
+        }
         /**
          * @en
          * The attachment type of spine. It contains three type: REGION(0), BOUNDING_BOX(1), MESH(2) and SKINNED_MESH
          * @zh
@@ -43262,15 +44051,8 @@
              * @zh 私有缓存模式。
              */
             PRIVATE_CACHE = 2
         }
-        export interface AnimationItem {
-            animationName: string;
-            loop: boolean;
-            delay: number;
-        }
-        export type TrackListener = (x: spine.TrackEntry) => void;
-        export type TrackListener2 = (x: spine.TrackEntry, ev: spine.Event | number) => void;
         export enum SpineMaterialType {
             COLORED_TEXTURED = 0,
             TWO_COLORED = 1
         }
@@ -43467,10 +44249,10 @@
             protected _accTime: number;
             protected _playCount: number;
             protected _skeletonCache: __private._cocos_spine_skeleton_cache__SkeletonCache | null;
             protected _animationName: string;
-            protected _animationQueue: AnimationItem[];
-            protected _headAniInfo: AnimationItem | null;
+            protected _animationQueue: __private._cocos_spine_skeleton__AnimationItem[];
+            protected _headAniInfo: __private._cocos_spine_skeleton__AnimationItem | null;
             protected _isAniComplete: boolean;
             protected _needUpdateSkeltonData: boolean;
             protected _useTint: boolean;
             protected _preCacheMode: number;
@@ -43756,76 +44538,76 @@
              * @zh 用来设置开始播放动画的事件监听。
              * @method setStartListener
              * @param {function} listener
              */
-            setStartListener(listener: TrackListener): void;
+            setStartListener(listener: __private._cocos_spine_skeleton__TrackListener): void;
             /**
              * @en Set the interrupt event listener.
              * @zh 用来设置动画被打断的事件监听。
              * @method setInterruptListener
              * @param {function} listener
              */
-            setInterruptListener(listener: TrackListener): void;
+            setInterruptListener(listener: __private._cocos_spine_skeleton__TrackListener): void;
             /**
              * @en Set the end event listener.
              * @zh 用来设置动画播放完后的事件监听。
              * @method setEndListener
              * @param {function} listener
              */
-            setEndListener(listener: TrackListener): void;
+            setEndListener(listener: __private._cocos_spine_skeleton__TrackListener): void;
             /**
              * @en Set the dispose event listener.
              * @zh 用来设置动画将被销毁的事件监听。
              * @method setDisposeListener
              * @param {function} listener
              */
-            setDisposeListener(listener: TrackListener): void;
+            setDisposeListener(listener: __private._cocos_spine_skeleton__TrackListener): void;
             /**
              * @en Set the complete event listener.
              * @zh 用来设置动画播放一次循环结束后的事件监听。
              * @method setCompleteListener
              * @param {function} listener
              */
-            setCompleteListener(listener: TrackListener): void;
+            setCompleteListener(listener: __private._cocos_spine_skeleton__TrackListener): void;
             /**
              * @en Set the animation event listener.
              * @zh 用来设置动画播放过程中帧事件的监听。
              * @method setEventListener
              * @param {function} listener
              */
-            setEventListener(listener: TrackListener2): void;
+            setEventListener(listener: __private._cocos_spine_skeleton__TrackListener2): void;
             /**
              * @en Set the start event listener for specified TrackEntry.
              * @zh 用来为指定的 TrackEntry 设置动画开始播放的事件监听。
              * @method setTrackStartListener
              * @param {sp.spine.TrackEntry} entry
              * @param {function} listener
              */
-            setTrackStartListener(entry: spine.TrackEntry, listener: TrackListener): void;
+            setTrackStartListener(entry: spine.TrackEntry, listener: __private._cocos_spine_skeleton__TrackListener): void;
             /**
              * @en Set the interrupt event listener for specified TrackEntry.
              * @zh 用来为指定的 TrackEntry 设置动画被打断的事件监听。
              * @method setTrackInterruptListener
              * @param {sp.spine.TrackEntry} entry
              * @param {function} listener
              */
-            setTrackInterruptListener(entry: spine.TrackEntry, listener: TrackListener): void;
+            setTrackInterruptListener(entry: spine.TrackEntry, listener: __private._cocos_spine_skeleton__TrackListener): void;
             /**
              * @en Set the end event listener for specified TrackEntry.
              * @zh 用来为指定的 TrackEntry 设置动画播放结束的事件监听。
              * @method setTrackEndListener
              * @param {sp.spine.TrackEntry} entry
              * @param {function} listener
              */
-            setTrackEndListener(entry: spine.TrackEntry, listener: TrackListener): void;
+            setTrackEndListener(entry: spine.TrackEntry, listener: __private._cocos_spine_skeleton__TrackListener): void;
             /**
              * @en Set the dispose event listener for specified TrackEntry.
              * @zh 用来为指定的 TrackEntry 设置动画即将被销毁的事件监听。
              * @method setTrackDisposeListener
              * @param {sp.spine.TrackEntry} entry
              * @param {function} listener
              */
-            setTrackDisposeListener(entry: spine.TrackEntry, listener: TrackListener): void;
+            setTrackDisposeListener(entry: spine.TrackEntry, listener: __private._cocos_spine_skeleton__TrackListener): void;
             /**
              * @en Set the complete event listener for specified TrackEntry.
              * @zh 用来为指定的 TrackEntry 设置动画一次循环播放结束的事件监听。
              * @method setTrackCompleteListener
@@ -43833,17 +44615,17 @@
              * @param {function} listener
              * @param {sp.spine.TrackEntry} listener.entry
              * @param {Number} listener.loopCount
              */
-            setTrackCompleteListener(entry: spine.TrackEntry, listener: TrackListener2): void;
+            setTrackCompleteListener(entry: spine.TrackEntry, listener: __private._cocos_spine_skeleton__TrackListener2): void;
             /**
              * @en Set the event listener for specified TrackEntry.
              * @zh 用来为指定的 TrackEntry 设置动画帧事件的监听。
              * @method setTrackEventListener
              * @param {sp.spine.TrackEntry} entry
              * @param {function} listener
              */
-            setTrackEventListener(entry: spine.TrackEntry, listener: TrackListener | TrackListener2): void;
+            setTrackEventListener(entry: spine.TrackEntry, listener: __private._cocos_spine_skeleton__TrackListener | __private._cocos_spine_skeleton__TrackListener2): void;
             /**
              * @en Get the animation state object
              * @zh 获取动画状态
              * @method getState
@@ -44708,12 +45490,8 @@
          * @deprecated since v3.5.0, this is an engine private interface that will be removed in the future.
          */
         _exportDefaultNativeData(): Uint8Array;
     }
-    export interface ImageExtendedNode extends Node {
-        layerInfo: __private._cocos_tiledmap_tiled_types__TMXImageLayerInfo;
-        _offset: math.Vec2;
-    }
     /**
      * @en Renders a TMX Tile Map in the scene.
      * @zh 在场景中渲染一个 tmx 格式的 Tile Map。
      * @class TiledMap
@@ -44726,9 +45504,9 @@
         _animations: __private._cocos_tiledmap_tiled_types__TiledAnimationType;
         _imageLayers: __private._cocos_tiledmap_tiled_types__TMXImageLayerInfo[];
         _layers: TiledLayer[];
         _groups: TiledObjectGroup[];
-        _images: ImageExtendedNode[];
+        _images: __private._cocos_tiledmap_tiled_map__ImageExtendedNode[];
         _properties: __private._cocos_tiledmap_tiled_types__PropertiesInfo;
         _tileProperties: Map<__private._cocos_tiledmap_tiled_types__GID, __private._cocos_tiledmap_tiled_types__PropertiesInfo>;
         _mapInfo: __private._cocos_tiledmap_tmx_xml_parser__TMXMapInfo | null;
         _mapSize: math.Size;
@@ -44947,12 +45725,8 @@
     export interface TiledRenderData {
         renderData: RenderData | null;
         texture: Texture2D | null;
     }
-    export interface TiledSubNodeData {
-        subNodes: (null | TiledUserNodeData)[];
-    }
-    export type TiledDataArray = (TiledRenderData | TiledSubNodeData)[];
     /**
      * @en Render the TMX layer.
      * @zh 渲染 TMX layer。
      * @class TiledLayer
@@ -45054,10 +45828,10 @@
         protected _diffY1?: number;
         protected _useAutomaticVertexZ?: boolean;
         protected _vertexZvalue?: number;
         protected _offset?: math.Vec2;
-        protected _tiledDataArray: TiledDataArray;
-        get tiledDataArray(): TiledDataArray;
+        protected _tiledDataArray: __private._cocos_tiledmap_tiled_layer__TiledDataArray;
+        get tiledDataArray(): __private._cocos_tiledmap_tiled_layer__TiledDataArray;
         get leftDownToCenterX(): number;
         get leftDownToCenterY(): number;
         constructor();
         hasTiledNode(): boolean;
@@ -45371,9 +46145,9 @@
         setTileSets(tilesets: __private._cocos_tiledmap_tiled_types__TMXTilesetInfo[]): void;
         init(layerInfo: __private._cocos_tiledmap_tiled_types__TMXLayerInfo, mapInfo: __private._cocos_tiledmap_tmx_xml_parser__TMXMapInfo, tilesets: __private._cocos_tiledmap_tiled_types__TMXTilesetInfo[], textures: SpriteFrame[], texGrids: __private._cocos_tiledmap_tiled_types__TiledTextureGrids): void;
         protected _prepareToRender(): void;
         requestTiledRenderData(): TiledRenderData;
-        requestSubNodesData(): TiledSubNodeData;
+        requestSubNodesData(): __private._cocos_tiledmap_tiled_layer__TiledSubNodeData;
         destroyRenderData(): void;
         protected _flushAssembler(): void;
         /**
          * @en
@@ -50314,9 +51088,85 @@
          * @en The image source, can be HTML canvas, image type or image in memory data
          * @zh 图像资源的原始图像源。可以来源于 HTML 元素也可以来源于内存。
          */
         export type _cocos_core_assets_image_asset__ImageSource = HTMLCanvasElement | HTMLImageElement | _cocos_core_assets_image_asset__IMemoryImageSource | ImageBitmap;
+        export enum _cocos_2d_assets_sprite_frame__MeshType {
+            RECT = 0,
+            POLYGON = 1
+        }
+        export interface _cocos_2d_assets_sprite_frame__IVertices {
+            rawPosition: math.Vec3[];
+            positions: number[];
+            indexes: number[];
+            uv: number[];
+            nuv: number[];
+            minPos: math.Vec3;
+            maxPos: math.Vec3;
+        }
         /**
+         * @en Information object interface for initialize a [[SpriteFrame]] asset
+         * @zh 用于初始化 [[SpriteFrame]] 资源的对象接口描述
+         */
+        export interface _cocos_2d_assets_sprite_frame__ISpriteFrameInitInfo {
+            /**
+             * @en The texture of the sprite frame, could be `TextureBase`
+             * @zh 贴图对象资源,可以是 `TextureBase` 类型
+             */
+            texture?: _cocos_core_assets_texture_base__TextureBase;
+            /**
+             * @en The original size of the sprite frame
+             * @zh 精灵帧原始尺寸。
+             */
+            originalSize?: math.Size;
+            /**
+             * @en The rect of the sprite frame in atlas texture
+             * @zh 精灵帧裁切矩形。
+             */
+            rect?: math.Rect;
+            /**
+             * @en The offset of the sprite frame center from the original center of the original rect.
+             * Sprite frame in an atlas texture could be trimmed for clipping the transparent pixels, so the trimmed rect is smaller than the original one,
+             * the offset defines the distance from the original center to the trimmed center.
+             * @zh 精灵帧偏移量。
+             * 在图集中的精灵帧可能会被剔除透明像素以获得更高的空间利用李,剔除后的矩形尺寸比剪裁前更小,偏移量指的是从原始矩形的中心到剪裁后的矩形中心的距离。
+             */
+            offset?: math.Vec2;
+            /**
+             * @en Top side border for sliced 9 frame.
+             * @zh 九宫格精灵帧的上边界。
+             * @default 0
+             */
+            borderTop?: number;
+            /**
+             * @en Bottom side border for sliced 9 frame.
+             * @zh 九宫格精灵帧的下边界。
+             * @default 0
+             */
+            borderBottom?: number;
+            /**
+             * @en Left side border for sliced 9 frame.
+             * @zh 九宫格精灵帧的左边界。
+             * @default 0
+             */
+            borderLeft?: number;
+            /**
+             * @en Right side border for sliced 9 frame.
+             * @zh 九宫格精灵帧的右边界。
+             * @default 0
+             */
+            borderRight?: number;
+            /**
+             * @en Whether the content of sprite frame is rotated.
+             * @zh 是否旋转。
+             */
+            isRotate?: boolean;
+            /**
+             * @en Whether the uv is flipped
+             * @zh 是否转置 UV。
+             */
+            isFlipUv?: boolean;
+        }
+        /**
          * @internal
          */
         export class _cocos_2d_renderer_static_vb_accessor__StaticVBChunk {
             vertexAccessor: _cocos_2d_renderer_static_vb_accessor__StaticVBAccessor;
@@ -50557,8 +51407,13 @@
             setNode(node: Node | null): void;
             setStencilStage(stage: _cocos_2d_renderer_stencil_manager__Stage): void;
             setUseLocal(useLocal: boolean): void;
         }
+        export enum _cocos_2d_framework_sprite_renderer__SpriteMode {
+            SIMPLE = 0,
+            SLICED = 1,
+            TILED = 2
+        }
         /**
          * @en The type for mask.
          *
          * @zh 遮罩组件类型。
@@ -51698,8 +52553,16 @@
         export class _cocos_core_animation_tracks_size_track__SizeTrackEval {
             constructor(_width: RealCurve | undefined, _height: RealCurve | undefined);
             evaluate(time: number, runtimeBinding: _cocos_core_animation_tracks_track__RuntimeBinding): math.Size;
         }
+        export interface _cocos_core_animation_cubic_spline_value__ICubicSplineValue<T> extends ILerpable {
+            dataPoint: T;
+            inTangent: T;
+            outTangent: T;
+            lerp(to: _cocos_core_animation_cubic_spline_value__ICubicSplineValue<T>, t: number, dt: number): T;
+            getNoLerp(): T;
+        }
+        export type _cocos_core_animation_cubic_spline_value__CubicSplineValueConstructor<T> = new (dataPoint: T, inTangent: T, outTangent: T) => _cocos_core_animation_cubic_spline_value__ICubicSplineValue<T>;
         export class _cocos_3d_skeletal_animation_skeletal_animation_blending__LegacyVec3PropertyBlendState implements _cocos_3d_skeletal_animation_skeletal_animation_blending__PropertyBlendState<math.Vec3> {
             refCount: number;
             accumulatedWeight: number;
             result: math.Vec3;
@@ -51727,11 +52590,8 @@
             MINIGAME_AUDIO = 2,
             NATIVE_AUDIO = 3,
             UNKNOWN_AUDIO = 4
         }
-        export interface _pal_audio_type__AudioLoadOptions {
-            audioLoadMode?: _pal_audio_type__AudioType;
-        }
         /**
          * Each audio instance needs to be managed, but should not take up too much memory.
          * The `OneShotAudio` is a lite version of audio class designed for audio manager.
          */
@@ -51754,15 +52614,8 @@
              */
             get onEnd(): () => void | undefined;
             set onEnd(cb: () => void | undefined);
         }
-        export enum _pal_audio_type__AudioState {
-            INIT = 0,
-            PLAYING = 1,
-            PAUSED = 2,
-            STOPPED = 3,
-            INTERRUPTED = 4
-        }
         export class _pal_audio__AudioPlayer {
             /**
              * Destroys the player.
              */
@@ -51772,25 +52625,25 @@
              * @param url URL to the audio.
              * @param opts Load options.
              * @returns The audio player.
              */
-            static load(url: string, opts?: _pal_audio_type__AudioLoadOptions): Promise<_pal_audio__AudioPlayer>;
+            static load(url: string, opts?: import('pal/audio/type').AudioLoadOptions): Promise<_pal_audio__AudioPlayer>;
             /**
              * Asynchronously load a native audio for playing one shot.
              * This is a basic loading method for AudioPlayer.
              * @param url URL to the audio.
              * @param opts Load options.
              * @returns The native audio such as `HTMLAudioElement` or `AudioBuffer`.
              */
-            static loadNative(url: string, opts?: _pal_audio_type__AudioLoadOptions): Promise<unknown>;
+            static loadNative(url: string, opts?: import('pal/audio/type').AudioLoadOptions): Promise<unknown>;
             /**
              * Asynchronously load an OneShotAudio instance.
              * @param url URL to the audio.
              * @param volume Specify the volume.
              * @param opts Load options.
              * @returns The OneShotAudio instance.
              */
-            static loadOneShotAudio(url: string, volume: number, opts?: _pal_audio_type__AudioLoadOptions): Promise<_pal_audio__OneShotAudio>;
+            static loadOneShotAudio(url: string, volume: number, opts?: import('pal/audio/type').AudioLoadOptions): Promise<_pal_audio__OneShotAudio>;
             /**
              * Max audio channel count allowed on current platform.
              * If the amount of playing audios exceeds the limit,
              * some audio instances would be discarded by audio manager.
@@ -51803,14 +52656,14 @@
             /**
              * The type of this player.
              * For WEB platform, it can be `WEB_AUDIO` or `DOM_AUDIO`.
              */
-            get type(): _pal_audio_type__AudioType;
+            get type(): import('pal/audio/type').AudioType;
             /**
              * The state of this player.
              * The state would be restored to `INIT` when the audio finished its playing.
              */
-            get state(): _pal_audio_type__AudioState;
+            get state(): import('pal/audio/type').AudioState;
             /**
              * Gets or sets whether if the playing audio should be looped.
              */
             get loop(): boolean;
@@ -51836,9 +52689,9 @@
             /**
              * Get pcm data view from specified channel.
              * @param channelIndex The channel index. 0 is left channel, 1 is right channel.
              */
-            public getPCMData(channelIndex: number): AudioPCMDataView | undefined;
+            public getPCMData(channelIndex: number): import('pal/audio/type').AudioPCMDataView | undefined;
             /**
              * Asynchronously seeks the player's playing time onto specified location.
              * @param time Desired playing time.
              */
@@ -51892,8 +52745,15 @@
             url: string;
             type: _pal_audio_type__AudioType;
             duration: number;
         }
+        export enum _pal_audio_type__AudioState {
+            INIT = 0,
+            PLAYING = 1,
+            PAUSED = 2,
+            STOPPED = 3,
+            INTERRUPTED = 4
+        }
         export enum _cocos_audio_audio_source__AudioSourceEventType {
             STARTED = "started",
             ENDED = "ended"
         }
@@ -52032,8 +52892,14 @@
         }
         export type _types_globals__RecursivePartial<T> = {
             [P in keyof T]?: T[P] extends Array<infer U> ? Array<_types_globals__RecursivePartial<U>> : T[P] extends ReadonlyArray<infer V> ? ReadonlyArray<_types_globals__RecursivePartial<V>> : _types_globals__RecursivePartial<T[P]>;
         };
+        export interface _cocos_core_renderer_core_pass__IPassDynamics {
+            [type: number]: {
+                dirty: boolean;
+                value: number;
+            };
+        }
         export interface _cocos_core_pipeline_batched_buffer__IBatchedItem {
             vbs: gfx.Buffer[];
             vbDatas: Uint8Array[];
             vbIdx: gfx.Buffer;
@@ -52054,8 +52920,12 @@
             destroy(): void;
             merge(subModel: renderer.scene.SubModel, passIdx: number, model: renderer.scene.Model): void;
             clear(): void;
         }
+        export interface _cocos_core_renderer_core_program_lib__IDefineRecord extends EffectAsset.IDefineInfo {
+            _map: (value: any) => number;
+            _offset: number;
+        }
         export abstract class _cocos_core_pipeline_custom_pipeline__PipelineRuntime {
             abstract activate(swapchain: gfx.Swapchain): boolean;
             abstract destroy(): boolean;
             abstract render(cameras: renderer.scene.Camera[]): void;
@@ -52079,8 +52949,100 @@
             abstract setMacroBool(name: string, value: boolean): void;
             abstract onGlobalPipelineStateChanged(): void;
             abstract get macros(): renderer.MacroRecord;
         }
+        /**
+         * @en The global maintainer of all shader resources.
+         * @zh 维护 shader 资源实例的全局管理器。
+         */
+        export class _cocos_core_renderer_core_program_lib__ProgramLib {
+            protected _templates: Record<string, renderer.IProgramInfo>;
+            protected _cache: Record<string, gfx.Shader>;
+            protected _templateInfos: Record<number, renderer.ITemplateInfo>;
+            register(effect: EffectAsset): void;
+            /**
+             * @en Register the shader template with the given info
+             * @zh 注册 shader 模板。
+             */
+            define(shader: EffectAsset.IShaderInfo): renderer.IProgramInfo;
+            /**
+             * @en Gets the shader template with its name
+             * @zh 通过名字获取 Shader 模板
+             * @param name Target shader name
+             */
+            getTemplate(name: string): renderer.IProgramInfo;
+            /**
+             * @en Gets the shader template info with its name
+             * @zh 通过名字获取 Shader 模版信息
+             * @param name Target shader name
+             */
+            getTemplateInfo(name: string): renderer.ITemplateInfo;
+            /**
+             * @en Gets the pipeline layout of the shader template given its name
+             * @zh 通过名字获取 Shader 模板相关联的管线布局
+             * @param name Target shader name
+             */
+            getDescriptorSetLayout(device: gfx.Device, name: string, isLocal?: boolean): gfx.DescriptorSetLayout;
+            /**
+             * @en
+             * Does this library has the specified program
+             * @zh
+             * 当前是否有已注册的指定名字的 shader
+             * @param name Target shader name
+             */
+            hasProgram(name: string): boolean;
+            /**
+             * @en Gets the shader key with the name and a macro combination
+             * @zh 根据 shader 名和预处理宏列表获取 shader key。
+             * @param name Target shader name
+             * @param defines The combination of preprocess macros
+             */
+            getKey(name: string, defines: renderer.MacroRecord): string;
+            /**
+             * @en Destroy all shader instance match the preprocess macros
+             * @zh 销毁所有完全满足指定预处理宏特征的 shader 实例。
+             * @param defines The preprocess macros as filter
+             */
+            destroyShaderByDefines(defines: renderer.MacroRecord): void;
+            /**
+             * @en Gets the shader resource instance with given information
+             * @zh 获取指定 shader 的渲染资源实例
+             * @param name Shader name
+             * @param defines Preprocess macros
+             * @param pipeline The [[RenderPipeline]] which owns the render command
+             * @param key The shader cache key, if already known
+             */
+            getGFXShader(device: gfx.Device, name: string, defines: renderer.MacroRecord, pipeline: _cocos_core_pipeline_custom_pipeline__PipelineRuntime, key?: string): gfx.Shader;
+        }
+        export interface _cocos_core_renderer_core_memory_pools__IHandle<P extends renderer.PoolType> extends Number {
+            _: P;
+        }
+        export type _cocos_core_renderer_core_memory_pools__BufferManifest = {
+            [key: string]: number | string;
+            COUNT: number;
+        };
+        export enum _cocos_core_renderer_core_memory_pools__BufferDataType {
+            UINT32 = 0,
+            FLOAT32 = 1,
+            NEVER = 2
+        }
+        export type _cocos_core_renderer_core_memory_pools__BufferDataTypeManifest<E extends _cocos_core_renderer_core_memory_pools__BufferManifest> = {
+            [key in E[keyof E]]: _cocos_core_renderer_core_memory_pools__BufferDataType;
+        };
+        export type _cocos_core_renderer_core_memory_pools__BufferDataMembersManifest<E extends _cocos_core_renderer_core_memory_pools__BufferManifest> = {
+            [key in E[keyof E]]: number;
+        };
+        export type _cocos_core_renderer_core_memory_pools__BufferArrayType = Float32Array | Uint32Array;
+        export interface _cocos_core_renderer_core_memory_pools__IMemoryPool<P extends renderer.PoolType> {
+            free(handle: _cocos_core_renderer_core_memory_pools__IHandle<P>): void;
+        }
+        export class _cocos_core_renderer_core_memory_pools__BufferPool<P extends renderer.PoolType, E extends _cocos_core_renderer_core_memory_pools__BufferManifest> implements _cocos_core_renderer_core_memory_pools__IMemoryPool<P> {
+            constructor(poolType: P, dataType: _cocos_core_renderer_core_memory_pools__BufferDataTypeManifest<E>, dataMembers: _cocos_core_renderer_core_memory_pools__BufferDataMembersManifest<E>, enumType: E, entryBits?: number);
+            alloc(): _cocos_core_renderer_core_memory_pools__IHandle<P>;
+            getBuffer(handle: _cocos_core_renderer_core_memory_pools__IHandle<P>): _cocos_core_renderer_core_memory_pools__BufferArrayType;
+            getTypedArray<K extends E[keyof E]>(handle: _cocos_core_renderer_core_memory_pools__IHandle<P>, element: K): _cocos_core_renderer_core_memory_pools__BufferArrayType;
+            free(handle: _cocos_core_renderer_core_memory_pools__IHandle<P>): void;
+        }
         export interface _types_globals__IWritableArrayLike<T> {
             readonly length: number;
             [index: number]: T;
         }
@@ -52465,10 +53427,43 @@
          */
         export interface _cocos_core_root__IRootInfo {
             enableHDR?: boolean;
         }
+        /**
+         * @en
+         * Define an enum type. <br/>
+         * If a enum item has a value of -1, it will be given an Integer number according to it's order in the list.<br/>
+         * Otherwise it will use the value specified by user who writes the enum definition.
+         *
+         * @zh
+         * 定义一个枚举类型。<br/>
+         * 用户可以把枚举值设为任意的整数,如果设为 -1,系统将会分配为上一个枚举值 + 1。
+         *
+         * @param obj
+         * @en A JavaScript literal object containing enum names and values, or a TypeScript enum type.
+         * @zh 包含枚举名和值的 JavaScript literal 对象,或者是一个 TypeScript enum 类型。
+         * @return @en The defined enum type. @zh 定义的枚举类型。
+         */
+        export function _cocos_core_value_types_enum__Enum<T>(obj: T): T;
+        export namespace _cocos_core_value_types_enum__Enum {
+            var update: <T>(obj: T) => T;
+            var isEnum: <EnumT extends {}>(enumType: EnumT) => boolean;
+            var getList: <EnumT extends {}>(enumType: EnumT) => readonly _cocos_core_value_types_enum__Enum.Enumerator<EnumT>[];
+        }
+        export namespace _cocos_core_value_types_enum__Enum {
+            interface Enumerator<EnumT> {
+                /**
+                 * The name of the enumerator.
+                 */
+                name: keyof EnumT;
+                /**
+                 * The value of the numerator.
+                 */
+                value: EnumT[keyof EnumT];
+            }
+        }
         export type _cocos_core_utils_pool__CleanUpFunction<T> = (value: T) => boolean | void;
-        export namespace _cc_before_rollup__cocos_core_utils_array {
+        namespace _cocos_core_utils_array {
             export function removeAt<T>(array: T[], index: number): void;
             export function fastRemoveAt<T>(array: T[], index: number): void;
             export function remove<T>(array: T[], value: T): boolean;
             export function fastRemove<T>(array: T[], value: T): void;
@@ -52480,8 +53475,44 @@
             export function copy<T>(array: T[]): T[];
         }
         export type _types_globals__Getter = () => any;
         export type _types_globals__Setter = (value: any) => void;
+        export interface _cocos_core_utils_x_deprecated__IReplacement {
+            /** 废弃属性的名称 */
+            name: string;
+            /** 警告的次数 */
+            logTimes?: number;
+            /** 替换属性的名称 */
+            newName?: string;
+            /** 废弃属性的所属对象 */
+            target?: object;
+            /** 废弃属性的所属对象的名称 */
+            targetName?: string;
+            /** 自定义替换属性(函数) */
+            customFunction?: Function;
+            /** 自定义替换属性的 setter */
+            customSetter?: (v: any) => void;
+            /** 自定义替换属性的 getter */
+            customGetter?: () => any;
+            /** 额外建议 */
+            suggest?: string;
+        }
+        export interface _cocos_core_utils_x_deprecated__IRemoveItem {
+            /** 废弃属性的名称 */
+            name: string;
+            /** 警告的次数 */
+            logTimes?: number;
+            /** 额外建议 */
+            suggest?: string;
+        }
+        export interface _cocos_core_utils_x_deprecated__IMarkItem {
+            /** 废弃属性的名称 */
+            name: string;
+            /** 警告的次数 */
+            logTimes?: number;
+            /** 额外建议 */
+            suggest?: string;
+        }
         export type _cocos_core_data_utils_attribute_defines__GroupOptions = {
             name: string;
         } & Partial<{
             id: string;
@@ -52607,9 +53638,9 @@
             default: T;
             constructor(name: string, defaultValue: T);
             toString(): string;
         }
-        export namespace _cc_before_rollup__cocos_core_data_utils_attribute {
+        namespace _cocos_core_data_utils_attribute {
             export const DELIMETER = "$_$";
             export function createAttrsSingle(owner: Object, superAttrs?: any): any;
             export function createAttrs(subclass: any): any;
             export function attr(constructor: any, propertyName: string): {
@@ -53628,9 +54659,97 @@
              * @zh 浏览器类型 - 华为浏览器
              */
             HUAWEI = "huawei"
         }
-        export namespace _cc_before_rollup__cocos_core_platform_debug {
+        export const _cocos_core_platform_view__View_base: new (...args: any[]) => System & _cocos_core_event_eventify__IEventified;
+        /**
+         * ContainerStrategy class is the root strategy class of container's scale strategy,
+         * it controls the behavior of how to scale the cc.game.container and cc.game.canvas object
+         */
+        export class _cocos_core_platform_view__ContainerStrategy {
+            static EQUAL_TO_FRAME: any;
+            static PROPORTION_TO_FRAME: any;
+            name: string;
+            /**
+             * @en Manipulation before appling the strategy
+             * @zh 在应用策略之前的操作
+             * @param view - The target view
+             */
+            preApply(_view: View): void;
+            /**
+             * @en Function to apply this strategy
+             * @zh 策略应用方法
+             * @param view
+             * @param designedResolution
+             */
+            apply(_view: View, designedResolution: math.Size): void;
+            /**
+             * @en
+             * Manipulation after applying the strategy
+             * @zh 策略调用之后的操作
+             * @param view  The target view
+             */
+            postApply(_view: View): void;
+            protected _setupCanvas(): void;
+        }
+        /**
+         * !en
+         * Emit when design resolution changed.
+         * !zh
+         * 当设计分辨率改变时发送。
+         * @event design-resolution-changed
+         */
+        export interface _cocos_core_platform_view__AdaptResult {
+            scale: number[];
+            viewport?: null | math.Rect;
+        }
+        /**
+         * @en
+         * Emit when canvas resize.
+         * @zh
+         * 当画布大小改变时发送。
+         * @event canvas-resize
+         */
+        /**
+         * ContentStrategy class is the root strategy class of content's scale strategy,
+         * it controls the behavior of how to scale the scene and setup the viewport for the game
+         *
+         * @class ContentStrategy
+         */
+        export class _cocos_core_platform_view__ContentStrategy {
+            static EXACT_FIT: any;
+            static SHOW_ALL: any;
+            static NO_BORDER: any;
+            static FIXED_HEIGHT: any;
+            static FIXED_WIDTH: any;
+            name: string;
+            constructor();
+            /**
+             * @en Manipulation before applying the strategy
+             * @zh 策略应用前的操作
+             * @param view - The target view
+             */
+            preApply(_view: View): void;
+            /**
+             * @en Function to apply this strategy
+             * The return value is {scale: [scaleX, scaleY], viewport: {new Rect}},
+             * The target view can then apply these value to itself, it's preferred not to modify directly its private variables
+             * @zh 调用策略方法
+             * @return The result scale and viewport rect
+             */
+            apply(_view: View, designedResolution: math.Size): _cocos_core_platform_view__AdaptResult;
+            /**
+             * @en Manipulation after applying the strategy
+             * @zh 策略调用之后的操作
+             * @param view - The target view
+             */
+            postApply(_view: View): void;
+            /**
+             * @deprecated since v3.5.0, this is an engine private interface that will be removed in the future.
+             */
+            _buildResult(containerW: any, containerH: any, contentW: any, contentH: any, scaleX: any, scaleY: any): _cocos_core_platform_view__AdaptResult;
+        }
+        namespace _cocos_core_platform_debug {
             export function log(message?: any, ...optionalParams: any[]): void;
             export function warn(message?: any, ...optionalParams: any[]): void;
             export function error(message?: any, ...optionalParams: any[]): void;
             export function assert(value: any, message?: string, ...optionalParams: any[]): asserts value;
@@ -54297,9 +55416,9 @@
             dir?: string;
             scene?: string;
         }
         export type _cocos_core_asset_manager_shared__Request = string | string[] | _cocos_core_asset_manager_shared__IRequest | Array<_cocos_core_asset_manager_shared__IRequest>;
-        export namespace _cc_before_rollup__cocos_core_asset_manager_helper {
+        namespace _cocos_core_asset_manager_helper {
             export function getUuidFromURL(url: string): string;
             export function getUrlWithUuid(uuid: string, options?: {
                 [k: string]: any;
                 isNative: boolean;
@@ -54805,8 +55924,11 @@
             getAssetInfo(uuid: string): _cocos_core_asset_manager_config__IAssetInfo | null;
             getSceneInfo(name: string): _cocos_core_asset_manager_config__ISceneInfo | null;
             destroy(): void;
         }
+        export type _cocos_core_asset_manager_deprecated__LoadProgressCallback = (completedCount: number, totalCount: number, item: any) => void;
+        export type _cocos_core_asset_manager_deprecated__LoadCompleteCallback<T> = (error: Error | null, asset: T) => void;
+        export type _cocos_core_asset_manager_deprecated__LoadDirCompleteCallback<T> = (error: Error | null, asset: T[], urls: string[]) => void;
         export type _types_globals__AbstractedConstructor<T = unknown> = new (...args: any[]) => T;
         /**
          * @en Node's UI properties abstraction
          * @zh 节点上 UI 相关的属性抽象类
@@ -55098,11 +56220,47 @@
          * - 插值模式:球面线性插值
          * - 值:单位四元数
          */
         export type _cocos_core_curves_quat_curve__QuatKeyframeValueParameters = Partial<QuatKeyframeValue>;
+        /**
+         * @zh
+         * Settings 中的默认分组,通常与模块一一对应。
+         *
+         * @en
+         * The default grouping in Settings, which usually corresponds to the module.
+         */
+        export enum _cocos_core_settings__Category {
+            PATH = "path",
+            ENGINE = "engine",
+            ASSETS = "assets",
+            SCRIPTING = "scripting",
+            PHYSICS = "physics",
+            RENDERING = "rendering",
+            LAUNCH = "launch",
+            SCREEN = "screen",
+            SPLASH_SCREEN = "splashScreen",
+            ANIMATION = "animation",
+            PROFILING = "profiling",
+            PLUGINS = "plugins"
+        }
+        export class _cocos_core_pipeline_custom_builtin_pipelines__CameraInfo {
+            shadowEnabled: boolean;
+            mainLightShadowNames: string[];
+            spotLightShadowNames: string[];
+        }
         export abstract class _cocos_core_pipeline_custom_pipeline__PipelineBuilder {
             abstract setup(cameras: renderer.scene.Camera[], pipeline: _cocos_core_pipeline_custom_pipeline__Pipeline): void;
         }
+        export class _cocos_core_pipeline_custom_builtin_pipelines__DeferredData {
+            constructor();
+            readonly _deferredLightingMaterial: Material;
+            readonly _deferredPostMaterial: Material;
+            _antiAliasing: AntiAliasing;
+        }
+        export interface _extensions_ccpool_node_pool__IPoolHandlerComponent extends Component {
+            unuse(): void;
+            reuse(args: any): void;
+        }
         export type _extensions_ccpool_node_pool__Constructor<T = {}> = new (...args: any[]) => T;
         /**
          * @en The input event type
          * @zh 输入事件类型
@@ -55221,140 +56379,12 @@
             HMD_POSE_INPUT = "hmd-pose-input"
         }
         export type _cocos_input_types_event_enum__SystemEventTypeUnion = SystemEventType | NodeEventType | _cocos_input_types_event_enum__InputEventType | string;
         export type _pal_input__GamepadCallback = (res: import('cocos/input/types/event').EventGamepad) => void;
+        export type _pal_input__InputSourceButton = import('pal/input/input-source').InputSourceButton;
+        export type _pal_input__InputSourceDpad = import('pal/input/input-source').InputSourceDpad;
+        export type _pal_input__InputSourceStick = import('pal/input/input-source').InputSourceStick;
         /**
-         * @en The abstract class for input source, which is used to control the input signal of a mono input source
-         * @zh InputSource 抽象类,该类用于控制单一输入源的输入信号
-         */
-        export abstract class _pal_input_input_source__InputSource<T> {
-            /**
-             * @en Get the signal value of the input source
-             * @zh 获取输入源的信号值
-             */
-            abstract getValue(): T;
-        }
-        /**
-         * @en The class for input source of 1D Axis, which is used to control the input signal of a mono input source
-         * @zh 1D 轴的 InputSource 类,该类用于控制单一输入源的输入信号
-         */
-        export class _pal_input_input_source__InputSourceAxis1D extends _pal_input_input_source__InputSource<number> {
-            /**
-             * @en Get the signal value of the input source, ranged from -1 to 1
-             * @zh 获取输入源的信号值,取值范围从 -1 到 1
-             */
-            getValue(): number;
-        }
-        /**
-         * @en The class for input source of mono button, whose input signal value is ranged from 0 to 1
-         * @zh 单一按键输入源类, 输入信号源的取值范围是 0 到 1
-         */
-        export class _pal_input_input_source__InputSourceButton extends _pal_input_input_source__InputSourceAxis1D {
-            /**
-             * @en Get the signal value of the input source, ranged from 0 to 1
-             * @zh 获取输入源的信号值,取值范围从 0 到 1
-             */
-            getValue(): number;
-        }
-        export type _pal_input__InputSourceButton = _pal_input_input_source__InputSourceButton;
-        /**
-         * @en The class for input source of 1D Axis, which is used to control the input signal of a composite of multi input source
-         * @zh 1D 轴的 InputSource 类,该类用于控制多个输入源组合的输入信号
-         */
-        export class _pal_input_input_source__CompositeInputSourceAxis1D extends _pal_input_input_source__InputSourceAxis1D {
-            /**
-             * @en The input source object of positive 1D axis
-             * @zh 1D 轴的正向的输入源对象
-             */
-            positive: _pal_input_input_source__InputSourceButton;
-            /**
-             * @en The input source object of negative 1D axis
-             * @zh 1D 轴的负向的输入源对象
-             */
-            negative: _pal_input_input_source__InputSourceButton;
-            constructor(options: {
-                positive: _pal_input_input_source__InputSourceButton;
-                negative: _pal_input_input_source__InputSourceButton;
-            });
-            /**
-             * @en Get the signal value of the input source, ranged from -1 to 1.
-             * @zh 获取输入源的信号值,取值范围从 -1 到 1
-             */
-            getValue(): number;
-        }
-        /**
-         * @en The class for input source of 2D Axis, which is used to control the input signal of a mono input source
-         * @zh 2D 轴的 InputSource 类,该类用于控制单一输入源的输入信号
-         */
-        export class _pal_input_input_source__InputSourceAxis2D extends _pal_input_input_source__InputSource<math.Vec2> {
-            /**
-             * @en Get the signal value of the input source, which returns a Vec2 object.
-             * @zh 获取输入源的信号值,该方法返回一个 Vec2 对象
-             */
-            getValue(): math.Vec2;
-        }
-        /**
-         * @en The class for input source of 2D Axis, which is used to control the input signal of a composite of multi input source
-         * @zh 2D 轴的 InputSource 类,该类用于控制多个输入源组合的输入信号
-         */
-        export class _pal_input_input_source__CompositeInputSourceAxis2D extends _pal_input_input_source__InputSourceAxis2D {
-            /**
-             * @en The input source object of up direction of 2D axis
-             * @zh 2D 轴的向上的输入源对象
-             */
-            up: _pal_input_input_source__InputSourceButton;
-            /**
-             * @en The input source object of down direction of 2D axis
-             * @zh 2D 轴的向下的输入源对象
-             */
-            down: _pal_input_input_source__InputSourceButton;
-            /**
-             * @en The input source object of left direction of 2D axis
-             * @zh 2D 轴的向左的输入源对象
-             */
-            left: _pal_input_input_source__InputSourceButton;
-            /**
-             * @en The input source object of right direction of 2D axis
-             * @zh 2D 轴的向右的输入源对象
-             */
-            right: _pal_input_input_source__InputSourceButton;
-            /**
-             * @en The composite input source object on the x axis of 2D axis
-             * @zh 2D 轴在 x 轴上的组合输入源对象
-             */
-            xAxis: _pal_input_input_source__CompositeInputSourceAxis1D;
-            /**
-             * @en The composite input source object on the y axis of 2D axis
-             * @zh 2D 轴在 y 轴上的组合输入源对象
-             */
-            yAxis: _pal_input_input_source__CompositeInputSourceAxis1D;
-            constructor(options: {
-                up: _pal_input_input_source__InputSourceButton;
-                down: _pal_input_input_source__InputSourceButton;
-                left: _pal_input_input_source__InputSourceButton;
-                right: _pal_input_input_source__InputSourceButton;
-            });
-            /**
-             * @en Get the signal value of the input source, which returns a Vec2 object.
-             * @zh 获取输入源的信号值,该方法返回一个 Vec2 对象
-             */
-            getValue(): math.Vec2;
-        }
-        /**
-         * @en The class for input source of dpad, whose input signal value a Vec2 object
-         * @zh 手柄方向键输入源类, 输入信号源的取值是一个 Vec2 对象
-         */
-        export class _pal_input_input_source__InputSourceDpad extends _pal_input_input_source__CompositeInputSourceAxis2D {
-        }
-        export type _pal_input__InputSourceDpad = _pal_input_input_source__InputSourceDpad;
-        /**
-         * @en The class for input source of stick, whose input signal value a Vec2 object
-         * @zh 摇杆输入源类, 输入信号源的取值是一个 Vec2 对象
-         */
-        export class _pal_input_input_source__InputSourceStick extends _pal_input_input_source__CompositeInputSourceAxis2D {
-        }
-        export type _pal_input__InputSourceStick = _pal_input_input_source__InputSourceStick;
-        /**
          * Class designed for gamepad input
          */
         export class _pal_input__GamepadInputDevice {
             public static all: _pal_input__GamepadInputDevice[];
@@ -55451,55 +56481,11 @@
              */
             public get buttonStart(): _pal_input__InputSourceButton;
         }
         export type _pal_input__HandleCallback = (res: import('cocos/input/types').EventHandle) => void;
+        export type _pal_input__InputSourcePosition = import('pal/input/input-source').InputSourcePosition;
+        export type _pal_input__InputSourceOrientation = import('pal/input/input-source').InputSourceOrientation;
         /**
-         * @en The class for input source of 3D Axis, which is used to control the input signal of a mono input source
-         * @zh 3D 轴的 InputSource 类,该类用于控制单一输入源的输入信号
-         */
-        export class _pal_input_input_source__InputSourceAxis3D extends _pal_input_input_source__InputSource<math.Vec3> {
-            /**
-             * @en Get the signal value of the input source, which returns a Vec3 object.
-             * @zh 获取输入源的信号值,该方法返回一个 Vec3 对象
-             */
-            getValue(): math.Vec3;
-        }
-        /**
-         * @en The class for input source of position, whose input signal value a Vec3 object
-         * @zh 坐标输入源类, 输入信号源的取值是一个 Vec3 对象
-         */
-        export class _pal_input_input_source__InputSourcePosition extends _pal_input_input_source__InputSourceAxis3D {
-            /**
-             * @en Get the signal value of the input source, which returns a Vec3 object.
-             * @zh 获取输入源的信号值,该方法返回一个 Vec3 对象
-             */
-            getValue(): math.Vec3;
-        }
-        export type _pal_input__InputSourcePosition = _pal_input_input_source__InputSourcePosition;
-        /**
-         * @en The class for input source of Quaternion, which is used to control the input signal of a mono input source
-         * @zh 四元数的 InputSource 类,该类用于控制单一输入源的输入信号
-         */
-        export class _pal_input_input_source__InputSourceQuat extends _pal_input_input_source__InputSource<math.Quat> {
-            /**
-             * @en Get the signal value of the input source, which returns a Quat object.
-             * @zh 获取输入源的信号值,该方法返回一个 Quat 对象
-             */
-            getValue(): math.Quat;
-        }
-        /**
-         * @en The class for input source of orientation, whose input signal value a Quat object
-         * @zh 方向输入源类, 输入信号源的取值是一个 Quat 对象
-         */
-        export class _pal_input_input_source__InputSourceOrientation extends _pal_input_input_source__InputSourceQuat {
-            /**
-             * @en Get the signal value of the input source, which returns a Quat object.
-             * @zh 获取输入源的信号值,该方法返回一个 Quat 对象
-             */
-            getValue(): math.Quat;
-        }
-        export type _pal_input__InputSourceOrientation = _pal_input_input_source__InputSourceOrientation;
-        /**
          * Class designed for handle input.
          */
         export class _pal_input__HandleInputDevice {
             /**
@@ -55680,21 +56666,64 @@
             [SystemEvent.EventType.KEY_DOWN]: (event: EventKeyboard) => void;
             [SystemEvent.EventType.KEY_UP]: (event: EventKeyboard) => void;
             [SystemEvent.EventType.DEVICEMOTION]: (event: EventAcceleration) => void;
         }
+        export enum _cocos_dragon_bones_ArmatureDisplay__DefaultArmaturesEnum {
+            default = "Bad expression <-1>"
+        }
+        export enum _cocos_dragon_bones_ArmatureDisplay__DefaultAnimsEnum {
+            '<None>' = 0
+        }
+        export interface _cocos_dragon_bones_ArmatureDisplay__BoneIndex extends Number {
+            _any: number;
+        }
+        export interface _types_webGLextras__EXT_color_buffer_half_float {
+            readonly RGBA16F_EXT: GLenum;
+            readonly RGB16F_EXT: GLenum;
+            readonly FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE_EXT: GLenum;
+            readonly UNSIGNED_NORMALIZED_EXT: GLenum;
+        }
+        export interface _types_webGLextras__WEBGL_multi_draw {
+            multiDrawArraysWEBGL(mode: GLenum, firstsList: GLint[] | Int32Array, firstsOffset: GLuint, countsList: GLsizei[] | Int32Array, countsOffset: GLuint, drawCount: GLsizei): void;
+            multiDrawElementsWEBGL(mode: GLenum, countsList: GLint[] | Int32Array, countsOffset: GLuint, type: GLenum, offsetsList: GLsizei[] | Int32Array, OffsetsOffset: GLuint, drawCount: GLsizei): void;
+            multiDrawArraysInstancedWEBGL(mode: GLenum, firstsList: GLint[] | Int32Array, firstsOffset: GLuint, countsList: GLsizei[] | Int32Array, countsOffset: GLuint, instanceCountsList: GLsizei[] | Int32Array, instanceCountsOffset: GLuint, drawCount: GLsizei): void;
+            multiDrawElementsInstancedWEBGL(mode: GLenum, countsList: GLint[] | Int32Array, countsOffset: GLuint, type: GLenum, offsetsList: GLsizei[] | Int32Array, OffsetsOffset: GLuint, instanceCountsList: GLsizei[] | Int32Array, instanceCountsOffset: GLuint, drawCount: GLsizei): void;
+        }
+        // note that ETC1 is not supported with the compressedTexSubImage2D() method
+        export interface _types_webGLextras__WEBGL_compressed_texture_etc1 {
+            readonly COMPRESSED_RGB_ETC1_WEBGL: GLenum;
+        }
+        export interface _types_webGLextras__WEBGL_compressed_texture_etc {
+            readonly COMPRESSED_R11_EAC: GLenum;
+            readonly COMPRESSED_SIGNED_R11_EAC: GLenum;
+            readonly COMPRESSED_RG11_EAC: GLenum;
+            readonly COMPRESSED_SIGNED_RG11_EAC: GLenum;
+            readonly COMPRESSED_RGB8_ETC2: GLenum;
+            readonly COMPRESSED_RGBA8_ETC2_EAC: GLenum;
+            readonly COMPRESSED_SRGB8_ETC2: GLenum;
+            readonly COMPRESSED_SRGB8_ALPHA8_ETC2_EAC: GLenum;
+            readonly COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2: GLenum;
+            readonly COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2: GLenum;
+        }
+        export interface _types_webGLextras__WEBGL_compressed_texture_pvrtc {
+            readonly COMPRESSED_RGB_PVRTC_4BPPV1_IMG: GLenum;
+            readonly COMPRESSED_RGBA_PVRTC_4BPPV1_IMG: GLenum;
+            readonly COMPRESSED_RGB_PVRTC_2BPPV1_IMG: GLenum;
+            readonly COMPRESSED_RGBA_PVRTC_2BPPV1_IMG: GLenum;
+        }
         export interface _cocos_core_gfx_webgl_webgl_define__IWebGLExtensions {
             EXT_texture_filter_anisotropic: EXT_texture_filter_anisotropic | null;
             EXT_blend_minmax: EXT_blend_minmax | null;
             EXT_frag_depth: EXT_frag_depth | null;
             EXT_shader_texture_lod: EXT_shader_texture_lod | null;
             EXT_sRGB: EXT_sRGB | null;
             OES_vertex_array_object: OES_vertex_array_object | null;
-            EXT_color_buffer_half_float: EXT_color_buffer_half_float | null;
-            WEBGL_multi_draw: WEBGL_multi_draw | null;
+            EXT_color_buffer_half_float: _types_webGLextras__EXT_color_buffer_half_float | null;
+            WEBGL_multi_draw: _types_webGLextras__WEBGL_multi_draw | null;
             WEBGL_color_buffer_float: WEBGL_color_buffer_float | null;
-            WEBGL_compressed_texture_etc1: WEBGL_compressed_texture_etc1 | null;
-            WEBGL_compressed_texture_etc: WEBGL_compressed_texture_etc | null;
-            WEBGL_compressed_texture_pvrtc: WEBGL_compressed_texture_pvrtc | null;
+            WEBGL_compressed_texture_etc1: _types_webGLextras__WEBGL_compressed_texture_etc1 | null;
+            WEBGL_compressed_texture_etc: _types_webGLextras__WEBGL_compressed_texture_etc | null;
+            WEBGL_compressed_texture_pvrtc: _types_webGLextras__WEBGL_compressed_texture_pvrtc | null;
             WEBGL_compressed_texture_astc: WEBGL_compressed_texture_astc | null;
             WEBGL_compressed_texture_s3tc: WEBGL_compressed_texture_s3tc | null;
             WEBGL_compressed_texture_s3tc_srgb: WEBGL_compressed_texture_s3tc_srgb | null;
             WEBGL_debug_shaders: WEBGL_debug_shaders | null;
@@ -55774,16 +56803,18 @@
             blockOffsets: number[];
             samplerTextureOffsets: number[];
             flexibleSet: number;
         }
+        export interface _types_webGL2extras__EXT_color_buffer_float {
+        }
         export interface _cocos_core_gfx_webgl2_webgl2_define__IWebGL2Extensions {
             EXT_texture_filter_anisotropic: EXT_texture_filter_anisotropic | null;
-            EXT_color_buffer_half_float: EXT_color_buffer_half_float | null;
-            EXT_color_buffer_float: EXT_color_buffer_float | null;
-            WEBGL_multi_draw: WEBGL_multi_draw | null;
-            WEBGL_compressed_texture_etc1: WEBGL_compressed_texture_etc1 | null;
-            WEBGL_compressed_texture_etc: WEBGL_compressed_texture_etc | null;
-            WEBGL_compressed_texture_pvrtc: WEBGL_compressed_texture_pvrtc | null;
+            EXT_color_buffer_half_float: _types_webGLextras__EXT_color_buffer_half_float | null;
+            EXT_color_buffer_float: _types_webGL2extras__EXT_color_buffer_float | null;
+            WEBGL_multi_draw: _types_webGLextras__WEBGL_multi_draw | null;
+            WEBGL_compressed_texture_etc1: _types_webGLextras__WEBGL_compressed_texture_etc1 | null;
+            WEBGL_compressed_texture_etc: _types_webGLextras__WEBGL_compressed_texture_etc | null;
+            WEBGL_compressed_texture_pvrtc: _types_webGLextras__WEBGL_compressed_texture_pvrtc | null;
             WEBGL_compressed_texture_astc: WEBGL_compressed_texture_astc | null;
             WEBGL_compressed_texture_s3tc: WEBGL_compressed_texture_s3tc | null;
             WEBGL_compressed_texture_s3tc_srgb: WEBGL_compressed_texture_s3tc_srgb | null;
             WEBGL_debug_shaders: WEBGL_debug_shaders | null;
@@ -56573,9 +57604,9 @@
             updateRenderData(): void;
             updateIA(count: number): void;
             beforeRender(): void;
         }
-        export namespace _cc_before_rollup__cocos_physics_2d_framework_utils_polygon_separator {
+        namespace _cocos_physics_2d_framework_utils_polygon_separator {
             export function ConvexPartition(vertices: math.IVec2Like[]): math.IVec2Like[][];
             export function ForceCounterClockWise(vertices: any): void;
             export function IsCounterClockWise(vertices: any): boolean;
         }
@@ -56591,8 +57622,9 @@
             testPoint(p: math.Vec2): readonly Collider2D[];
             testAABB(rect: math.Rect): readonly Collider2D[];
             drawDebug(): void;
         }
+        export const _cocos_physics_2d_framework_physics_system__PhysicsSystem2D_base: new (...args: any[]) => System & _cocos_core_event_eventify__IEventified;
         export interface _cocos_physics_spec_i_lifecycle__ILifecycle {
             /**
              * @en Update is called every frame, if the Component is enabled.<br/>
              * This is a lifecycle method. It may not be implemented in the super class.<br/>
@@ -56762,8 +57794,9 @@
             initialize(v: Collider2D): void;
             apply(): void;
             onGroupChanged(): void;
         }
+        export const _cocos_physics_2d_framework_components_colliders_collider_2d__Collider2D_base: new (...args: any[]) => Component & _cocos_core_event_eventify__IEventified;
         export interface _cocos_physics_2d_spec_i_physics_joint__IJoint2D extends _cocos_physics_spec_i_lifecycle__ILifecycle {
             readonly impl: any;
             initialize(v: Joint2D): void;
         }
@@ -57106,8 +58139,18 @@
          */
         export interface _cocos_primitive_circle__ICircleOptions extends primitives.IGeometryOptions {
             segments: number;
         }
+        export enum _cocos_primitive_primitive__PrimitiveType {
+            BOX = 0,
+            SPHERE = 1,
+            CYLINDER = 2,
+            CONE = 3,
+            CAPSULE = 4,
+            TORUS = 5,
+            PLANE = 6,
+            QUAD = 7
+        }
         export class _cocos_profiler_counter__Counter {
             get value(): number;
             set value(val: number);
             protected _id: string;
@@ -57134,8 +58177,30 @@
             over?: number;
             color?: string;
             isInteger?: boolean;
         }
+        export interface _cocos_profiler_profiler__IProfilerState {
+            frame: _cocos_profiler_counter__ICounterOption;
+            fps: _cocos_profiler_counter__ICounterOption;
+            draws: _cocos_profiler_counter__ICounterOption;
+            instances: _cocos_profiler_counter__ICounterOption;
+            tricount: _cocos_profiler_counter__ICounterOption;
+            logic: _cocos_profiler_counter__ICounterOption;
+            physics: _cocos_profiler_counter__ICounterOption;
+            render: _cocos_profiler_counter__ICounterOption;
+            textureMemory: _cocos_profiler_counter__ICounterOption;
+            bufferMemory: _cocos_profiler_counter__ICounterOption;
+        }
+        export type _cocos_3d_skeletal_animation_skeletal_animation_data_hub__BakeData = ReturnType<AnimationClip[typeof _cocos_core_animation_internal_symbols__BAKE_SKELETON_CURVE_SYMBOL]>;
+        export interface _cocos_3d_skeletal_animation_skeletal_animation_state__ITransform {
+            pos: math.Vec3;
+            rot: math.Quat;
+            scale: math.Vec3;
+        }
+        export interface _cocos_3d_skeletal_animation_skeletal_animation_state__ISocketData {
+            target: Node;
+            frames: _cocos_3d_skeletal_animation_skeletal_animation_state__ITransform[];
+        }
         export interface _cocos_spine_skeleton_cache__FrameSegment {
             indexCount: number;
             vfCount: number;
             vertexCount: number;
@@ -57258,8 +58323,15 @@
             invalidAnimationCache(uuid: string): void;
             initAnimationCache(uuid: string, animationName: string): null | _cocos_spine_skeleton_cache__AnimationCache;
             updateAnimationCache(uuid: string, animationName: string): void;
         }
+        export interface _cocos_spine_skeleton__AnimationItem {
+            animationName: string;
+            loop: boolean;
+            delay: number;
+        }
+        export type _cocos_spine_skeleton__TrackListener = (x: sp.spine.TrackEntry) => void;
+        export type _cocos_spine_skeleton__TrackListener2 = (x: sp.spine.TrackEntry, ev: sp.spine.Event | number) => void;
         export class _cocos_terrain_terrain_lod__TerrainIndexPool {
             size: number;
             indices: Uint16Array | null;
         }
@@ -57298,24 +58370,8 @@
             _indexBuffer: Uint16Array;
             constructor();
             getIndexData(k: _cocos_terrain_terrain_lod__TerrainLodKey): _cocos_terrain_terrain_lod__TerrainIndexData | null;
         }
-        /**
-         * cc.TMXImageLayerInfo contains the information about the image layers.
-         * This information is obtained from the TMX file.
-         * @class TMXImageLayerInfo
-         */
-        export class _cocos_tiledmap_tiled_types__TMXImageLayerInfo {
-            name: string;
-            visible: boolean;
-            width: number;
-            height: number;
-            offset: math.Vec2;
-            opacity: number;
-            trans: math.Color;
-            sourceImage?: SpriteFrame;
-            tintColor: math.Color | null;
-        }
         export type _cocos_tiledmap_tiled_types__GID = number;
         export type _cocos_tiledmap_tiled_types__MixedGID = number;
         /**
          * Size in pixels of the image
@@ -57398,8 +58454,28 @@
             dt: number;
             frameIdx: number;
         }
         export type _cocos_tiledmap_tiled_types__TiledAnimationType = Map<_cocos_tiledmap_tiled_types__GID, _cocos_tiledmap_tiled_types__TiledAnimation>;
+        /**
+         * cc.TMXImageLayerInfo contains the information about the image layers.
+         * This information is obtained from the TMX file.
+         * @class TMXImageLayerInfo
+         */
+        export class _cocos_tiledmap_tiled_types__TMXImageLayerInfo {
+            name: string;
+            visible: boolean;
+            width: number;
+            height: number;
+            offset: math.Vec2;
+            opacity: number;
+            trans: math.Color;
+            sourceImage?: SpriteFrame;
+            tintColor: math.Color | null;
+        }
+        export interface _cocos_tiledmap_tiled_map__ImageExtendedNode extends Node {
+            layerInfo: _cocos_tiledmap_tiled_types__TMXImageLayerInfo;
+            _offset: math.Vec2;
+        }
         export type _cocos_tiledmap_tiled_types__PropertiesInfo = {
             [key: string]: number | string;
         };
         /**
@@ -58069,8 +59145,12 @@
              * @static
              */
             FLIPPED_MASK = 268435455
         }
+        export interface _cocos_tiledmap_tiled_layer__TiledSubNodeData {
+            subNodes: (null | TiledUserNodeData)[];
+        }
+        export type _cocos_tiledmap_tiled_layer__TiledDataArray = (TiledRenderData | _cocos_tiledmap_tiled_layer__TiledSubNodeData)[];
         /**
          * @en Base classAction for action classes.
          * @zh Action 类是所有动作类型的基类。
          * @class Action
@@ -59240,9 +60320,9 @@
             get componentEventList(): Map<string, () => void>;
             get video(): HTMLVideoElement | null;
             get state(): _cocos_video_video_player_enums__EventType;
             get isPlaying(): boolean;
-            get UICamera(): import("cocos/core/renderer/scene").Camera | null;
+            get UICamera(): renderer.scene.Camera | null;
             onLoadedMetadata(e: Event): void;
             onCanPlay(e: Event): void;
             onPlay(e: Event): void;
             onPlaying(e: Event): void;
@@ -59345,9 +60425,9 @@
             get loaded(): boolean;
             get componentEventList(): Map<_cocos_web_view_web_view_enums__EventType, (...args: any) => void>;
             get webview(): HTMLIFrameElement | null;
             get state(): _cocos_web_view_web_view_enums__EventType;
-            get UICamera(): import("cocos/core/renderer/scene").Camera | null;
+            get UICamera(): renderer.scene.Camera | null;
             protected dispatchEvent(key: _cocos_web_view_web_view_enums__EventType, ...args: any[any]): void;
             destroy(): void;
         }
     }
@@ -59355,7 +60435,7 @@
     import { EmbeddedPlayer, embeddedPlayerCountTag, getEmbeddedPlayersTag, addEmbeddedPlayerTag, removeEmbeddedPlayerTag, clearEmbeddedPlayersTag } from "cc/editor/embedded-player";
     import { AnimationMask } from "cc/editor/new-gen-anim";
     import { CCON } from "cc/editor/serialization";
     export { Canvas as CanvasComponent, UIRenderer as RenderComponent, UIRenderer as UIRenderable, UIRenderer as Renderable2D, UITransform as UITransformComponent, Mask as MaskComponent, RichText as RichTextComponent, Sprite as SpriteComponent, UIMeshRenderer as UIModelComponent, LabelOutline as LabelOutlineComponent, Graphics as GraphicsComponent, UIStaticBatch as UIStaticBatchComponent, UIOpacity as UIOpacityComponent, Label as LabelComponent, MeshRenderer as ModelComponent, DirectionalLight as DirectionalLightComponent, Light as LightComponent, SphereLight as SphereLightComponent, SpotLight as SpotLightComponent, SkinnedMeshRenderer as SkinningModelComponent, SkinnedMeshBatchRenderer as BatchedSkinningModelComponent, SkinnedMeshUnit as SkinningModelUnit, Animation as AnimationComponent, AudioSource as AudioSourceComponent, Camera as CameraComponent, ModelRenderer as RenderableComponent, Billboard as BillboardComponent, Line as LineComponent, ParticleSystem as ParticleSystemComponent, SkeletalAnimation as SkeletalAnimationComponent, Button as ButtonComponent, EditBox as EditBoxComponent, Layout as LayoutComponent, ProgressBar as ProgressBarComponent, ScrollBar as ScrollBarComponent, ScrollView as ScrollViewComponent, Slider as SliderComponent, Toggle as ToggleComponent, ToggleContainer as ToggleContainerComponent, Widget as WidgetComponent, PageView as PageViewComponent, PageViewIndicator as PageViewIndicatorComponent, SafeArea as SafeAreaComponent, UICoordinateTracker as UICoordinateTrackerComponent, BlockInputEvents as BlockInputEventsComponent } from "cc";
-    import { Details as _Details, Category as _Category, PrimitiveType as _PrimitiveType } from "cc";
+    import { Details as _Details } from "cc";
     export {};
 }

github-actions[bot] avatar Aug 12 '22 02:08 github-actions[bot]