@babylonjs/core
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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.
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TypeScript
import type { Behavior } from "../behavior.js";
import type { Mesh } from "../../Meshes/mesh.js";
/**
* A behavior that when attached to a mesh will allow the mesh to fade in and out
*/
export declare class FadeInOutBehavior implements Behavior<Mesh> {
/**
* Time in milliseconds to delay before fading in (Default: 0)
*/
fadeInDelay: number;
/**
* Time in milliseconds to delay before fading out (Default: 0)
*/
fadeOutDelay: number;
/**
* Time in milliseconds for the mesh to fade in (Default: 300)
*/
fadeInTime: number;
/**
* Time in milliseconds for the mesh to fade out (Default: 300)
*/
fadeOutTime: number;
/**
* Time in milliseconds to delay before fading in (Default: 0)
* Will set both fade in and out delay to the same value
*/
get delay(): number;
set delay(value: number);
private _millisecondsPerFrame;
private _hovered;
private _hoverValue;
private _ownerNode;
private _onBeforeRenderObserver;
private _delay;
private _time;
/**
* Instantiates the FadeInOutBehavior
*/
constructor();
/**
* The name of the behavior
*/
get name(): string;
/**
* Initializes the behavior
*/
init(): void;
/**
* Attaches the fade behavior on the passed in mesh
* @param ownerNode The mesh that will be faded in/out once attached
*/
attach(ownerNode: Mesh): void;
/**
* Detaches the behavior from the mesh
*/
detach(): void;
/**
* Triggers the mesh to begin fading in (or out)
* @param fadeIn if the object should fade in or out (true to fade in)
*/
fadeIn(fadeIn?: boolean): void;
/**
* Triggers the mesh to begin fading out
*/
fadeOut(): void;
private _update;
private _setAllVisibility;
private _attachObserver;
private _detachObserver;
}