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package scripting;
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import funkin.scripting.events.*;
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/**
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* Contains all callbacks you can add in modcharts and stage scripts.
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*
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* NOTE: In case you're scripting a stage, all sprites of that stage are directly accessible via their name.
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* Ex: If you added a `superCoolBG` element in your stage XML, you'll be able to access it via scripts by using `superCoolBG`.
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*/
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interface PlayStateScript {
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/**
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* Triggered after the characters has been created, during PlayState's creation.
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*/
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public function create():Void;
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/**
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* Triggered at the very end of PlayState's creation
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*/
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public function createPost():Void;
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/**
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* Triggered every frame.
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* @param elapsed Time elapsed since last frame.
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*/
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public function update(elapsed:Float):Void;
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/**
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* Triggered at the end of every frame.
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* @param elapsed Time elapsed since last frame.
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*/
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public function updatePost(elapsed:Float):Void;
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/**
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* Triggered every step
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* @param curStep Current step.
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*/
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public function stepHit(curStep:Int):Void;
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/**
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* Triggered every beat.
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* @param curBeat Current beat.
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*/
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public function beatHit(curBeat:Int):Void;
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/**
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* Triggered whenever the player hits a note.
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* @param note Event object with the note being pressed, the character who pressed it, and functions to alter or cancel the default behaviour.
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*/
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public function onPlayerHit(note:NoteHitEvent):Void;
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/**
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* Triggered whenever the opponent hits a note.
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* @param note Event object with the note being pressed, the character who pressed it, and functions to alter or cancel the default behaviour.
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*/
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public function onDadHit(note:NoteHitEvent):Void;
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/**
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* Triggered whenever the input system updates.
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* @param note Event object with the pressed notes, which allows you to alter which notes are being pressed during this frame, or simply cancel the input update.
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*/
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public function inputUpdate(note:InputSystemEvent):Void;
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/**
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* Triggered after the input system updates.
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* @param note Event object with the pressed, justPressed and justReleased notes.
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*/
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public function inputUpdatePost(note:InputSystemEvent):Void;
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}
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