import { ActionDataType, ActorID, AnimationID, AnimationRequest, BalloonIconID, BalloonRequest, CommonEventID, EnemyID, ItemID, SkillID, } from "../data" import { Game_Battler } from "./Game_Battler" import { Game_Character } from "./Game_Character" export declare type TouchState = "select" | "click" /** * Game_Temp * * The game object class for temporary data that is not included in save data. */ export declare class Game_Temp { _isPlaytest: boolean _destinationX: number | null _destinationY: number | null _touchTarget: Game_Battler | null _touchState: string _needsBattleRefresh: boolean _commonEventQueue: CommonEventID[] _animationQueue: AnimationRequest[] _balloonQueue: BalloonRequest[] _lastActionData: [SkillID, ItemID, ActorID, EnemyID, ActorID, EnemyID] isPlaytest(): boolean setDestination(x: number, y: number): void clearDestination(): void isDestinationValid(): boolean destinationX(): number | null destinationY(): number | null setTouchState(target: Game_Battler, state: TouchState): void clearTouchState(): void touchTarget(): Game_Battler | null touchState(): string requestBattleRefresh(): void clearBattleRefreshRequest(): void isBattleRefreshRequested(): boolean reserveCommonEvent(commonEventId: CommonEventID): void retrieveCommonEvent(): import("../data").DataCommonEvent clearCommonEventReservation(): void isCommonEventReserved(): boolean requestAnimation( targets: (Game_Character | Game_Battler)[], animationId: AnimationID, mirror?: boolean ): void retrieveAnimation(): AnimationRequest | undefined requestBalloon(target: Game_Character, balloonId: BalloonIconID): void retrieveBalloon(): BalloonRequest | undefined lastActionData(type: ActionDataType): number setLastActionData(type: ActionDataType, value: number): void setLastUsedSkillId(skillID: SkillID): void setLastUsedItemId(itemID: ItemID): void setLastSubjectActorId(actorID: ActorID): void setLastSubjectEnemyIndex(enemyIndex: EnemyID): void setLastTargetActorId(actorID: ActorID): void setLastTargetEnemyIndex(enemyIndex: EnemyID): void }