var __extends = (this && this.__extends) || (function () { var extendStatics = function (d, b) { extendStatics = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; }; return extendStatics(d, b); }; return function (d, b) { if (typeof b !== "function" && b !== null) throw new TypeError( "Class extends value " + String(b) + " is not a constructor or null" ); extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : ((__.prototype = b.prototype), new __()); }; })(); var Nore; (function (Nore) { var _Scene_Message_update = Scene_Message.prototype.update; Scene_Message.prototype.update = function () { if ( Input.isTriggered("cancel") || Input.isTriggered("ok") || TouchInput.isTriggered() ) { if (!$gameTemp.isMessageVisible()) { $gameTemp.changeMessageVisible(); Input.clear(); return; } } _Scene_Message_update.call(this); if (Input.isTriggered("pageup")) { $gameTemp.changeMessageVisible(); } }; var Game_UiCharacter = /** @class */ (function (_super) { __extends(Game_UiCharacter, _super); function Game_UiCharacter(cos, x, y) { var _this = _super.call(this) || this; _this._monotone = false; _this._stepAnime = false; _this._cos = cos; _this._x = x; _this._y = y; _this._baseY = y; _this.refresh(); return _this; } Game_UiCharacter.prototype.refresh = function () { //const characterName = this.actor().characterName(); //const characterIndex = this.actor().characterIndex(); //this.setImage(characterName, characterIndex); }; Game_UiCharacter.prototype.actor = function () { return $gameActors.actor(this._cos.actorId()); }; Game_UiCharacter.prototype.screenX = function () { return this._x; }; Game_UiCharacter.prototype.screenY = function () { return this._y; }; Game_UiCharacter.prototype.setMonoTone = function (b) { this._monotone = b; }; Game_UiCharacter.prototype.isMonoTone = function () { return this._monotone; }; Game_UiCharacter.prototype.setStepAnime = function (stepAnime) { //this._stepAnime = stepAnime; return; if (stepAnime) { this._y = this._baseY - 30; } else { this._y = this._baseY; } }; Game_UiCharacter.prototype.hasStepAnime = function () { return false; //return this._stepAnime; }; Game_UiCharacter.prototype.animationWait = function () { return 15; }; Game_UiCharacter.prototype.hasWalkAnime = function () { return false; }; return Game_UiCharacter; })(Game_Character); Nore.Game_UiCharacter = Game_UiCharacter; })(Nore || (Nore = {}));