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@babylonjs/core

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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; }