-- TEN 1.11.1.1 API
-- This file is auto-generated and for IntelliSense purposes only!
-- Any changes made here will not be reflected in the engine.
---@meta
---EventSequence module for Tomb Engine
---@class EventSequence
EventSequence = {}
---Create (but do not start) a new event sequence.
---@param name string # A label to give the sequence; used to retrieve the timer later as well as internally by TEN.
---@param loop boolean # If `true`, the sequence will start again from its first timer once its final function has been called.
---@param timerFormat table|boolean? # Same as in Timer format for Timer. This is mainly for debugging. __This will not work properly if another sequence or timer is showing a countdown.__
---@param ... ... # A variable number of pairs of arguments, each pair consisting of:
- a time in seconds that can be rounded internally to the nearest game frame (1/30 of a second),
- followed by the function defined in the *LevelFuncs* table to call once the time has elapsed,
- followed by another duration in seconds, another function name, etc. You can specify a function either by its name, or by a *table* __{ }__ with the function name as the first member, followed by its arguments (see example).
---@return EventSequence # The inactive sequence.
---@return nil # If there was an error creating the sequence.
function EventSequence.Create(name, loop, timerFormat, ...) end
---Get an event sequence by its name.
---@param name string # The label that was given to the sequence when it was created.
---@return EventSequence # The sequence if it exists.
---@return nil # If the sequence does not exist.
function EventSequence.Get(name) end
---Check if an event sequence exists.
---@param name string # The label that was given to the event sequence when it was created.
---@return boolean # `true` if the event sequence exists, `false` if it does not exist.
function EventSequence.IfExists(name) end
---Delete an event sequence.
---@param name string # The label that was given to the event sequence when it was created.
function EventSequence.Delete(name) end
---Begin or unpause a sequence.
---If showing the remaining time on-screen, its color will be set to white.
function EventSequence:Start() end
---Restart the sequence from its first timer.
---If showing the remaining time on-screen, its color will be set to white.
function EventSequence:Restart() end
---Pause or unpause the sequence.
---If showing the remaining time on-screen, its color will be set to yellow (paused) or white (unpaused).
---@param p boolean # If `true`, the sequence will be paused; if `false`, it will be unpaused.
function EventSequence:SetPaused(p) end
---Stop and reset the sequence to the first element.
function EventSequence:Stop() end
---Returns whether the sequence is paused.
---@return boolean # `true` If the timer is paused, `false` if otherwise.
function EventSequence:IsPaused() end
---Returns whether the sequence is active.
---@return boolean # `true` If the sequence is active, `false` if otherwise.
function EventSequence:IsActive() end
return EventSequence