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@awayjs/graphics

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import { __extends } from "tslib"; import { EventBase } from '@awayjs/core'; /** * Dispatched to notify changes in an animation state's state. */ var AnimationStateEvent = /** @class */ (function (_super) { __extends(AnimationStateEvent, _super); /** * Create a new <code>AnimatonStateEvent</code> * * @param type The event type. * @param animator The animation state object that is the subject of this event. * @param animationNode The animation node inside the animation state from which the event originated. */ function AnimationStateEvent(type, animator, animationState, animationNode) { var _this = _super.call(this, type) || this; _this._animator = animator; _this._animationState = animationState; _this._animationNode = animationNode; return _this; } Object.defineProperty(AnimationStateEvent.prototype, "animator", { /** * The animator object that is the subject of this event. */ get: function () { return this._animator; }, enumerable: false, configurable: true }); Object.defineProperty(AnimationStateEvent.prototype, "animationState", { /** * The animation state object that is the subject of this event. */ get: function () { return this._animationState; }, enumerable: false, configurable: true }); Object.defineProperty(AnimationStateEvent.prototype, "animationNode", { /** * The animation node inside the animation state from which the event originated. */ get: function () { return this._animationNode; }, enumerable: false, configurable: true }); /** * Clones the event. * * @return An exact duplicate of the current object. */ AnimationStateEvent.prototype.clone = function () { return new AnimationStateEvent(this.type, this._animator, this._animationState, this._animationNode); }; /** * Dispatched when a non-looping clip node inside an animation state reaches the end of its timeline. */ AnimationStateEvent.PLAYBACK_COMPLETE = 'playbackComplete'; AnimationStateEvent.TRANSITION_COMPLETE = 'transitionComplete'; return AnimationStateEvent; }(EventBase)); export { AnimationStateEvent };