/**
 * If you're showing an unlock value in the UI, this is the format in which it
 * should be shown. You'll have to build your own algorithms on the client side to
 * determine how best to render these options.
 * @see {@link https://bungie-net.github.io/#/components/schemas/Destiny.DestinyUnlockValueUIStyle}
 */
export declare const DestinyUnlockValueUIStyle: {
    /** Generally, Automatic means "Just show the number" */
    readonly Automatic: 0;
    /**
     * Show the number as a fractional value. For this to make sense, the value being
     * displayed should have a comparable upper bound, like the progress to the next
     * level of a Progression.
     */
    readonly Fraction: 1;
    /**
     * Show the number as a checkbox. 0 Will mean unchecked, any other value will mean
     * checked.
     */
    readonly Checkbox: 2;
    /**
     * Show the number as a percentage. For this to make sense, the value being
     * displayed should have a comparable upper bound, like the progress to the next
     * level of a Progression.
     */
    readonly Percentage: 3;
    /**
     * Show the number as a date and time. The number will be the number of seconds
     * since the Unix Epoch (January 1st, 1970 at midnight UTC). It'll be up to you to
     * convert this into a date and time format understandable to the user in their
     * time zone.
     */
    readonly DateTime: 4;
    /**
     * Show the number as a floating point value that represents a fraction, where 0 is
     * min and 1 is max. For this to make sense, the value being displayed should have
     * a comparable upper bound, like the progress to the next level of a Progression.
     */
    readonly FractionFloat: 5;
    /** Show the number as a straight-up integer. */
    readonly Integer: 6;
    /** Show the number as a time duration. The value will be returned as seconds. */
    readonly TimeDuration: 7;
    /**
     * Don't bother showing the value at all, it's not easily human-interpretable, and
     * used for some internal purpose.
     */
    readonly Hidden: 8;
    /** Example: "1.5x" */
    readonly Multiplier: 9;
    /**
     * Show the value as a series of green pips, like the wins in a Trials of Osiris
     * score card.
     */
    readonly GreenPips: 10;
    /**
     * Show the value as a series of red pips, like the losses in a Trials of Osiris
     * score card.
     */
    readonly RedPips: 11;
    /**
     * Show the value as a percentage. For example: "51%" - Does no division, only
     * appends '%'
     */
    readonly ExplicitPercentage: 12;
    /**
     * Show the value as a floating-point number. For example: "4.52" NOTE: Passed
     * along from Investment as whole number with last two digits as decimal values (
     * 452 -> 4.52)
     */
    readonly RawFloat: 13;
    /** Show the value as a level and a reward. */
    readonly LevelAndReward: 14;
};
