-- 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