animouse
Version:
lightweight animation state machine for three js
39 lines (38 loc) • 1.51 kB
TypeScript
/**
* Defines events related to a blend state and its internal AnimationActions.
*
* - ENTER and EXIT describe when the blend state itself becomes active or inactive in the state machine.
* - PLAY, STOP, ITERATE, and FINISH describe the lifecycle of individual AnimationActions inside this blend state.
*/
export declare enum AnimationStateEvent {
/**
* Fired when the blend state itself becomes active.
* Indicates that a transition into this state has started.
*/
ENTER = "enter",
/**
* Fired when the blend state itself becomes inactive.
* Indicates that a transition away from this state has started.
*/
EXIT = "exit",
/**
* Fired when an individual AnimationAction inside this blend state starts playing.
* For example, when a walk or run action becomes active due to weights.
*/
PLAY = "play",
/**
* Fired when an individual AnimationAction inside this blend state stops playing.
* For example, when a walk or run action stops as its weights reach zero.
*/
STOP = "stop",
/**
* Fired when an individual AnimationAction inside this blend state completes one full loop.
* Fires every cycle for looping actions (LoopRepeat, LoopPingPong).
*/
ITERATE = "iterate",
/**
* Fired when an individual AnimationAction inside this blend state reaches its natural end.
* This applies to non-looping actions (LoopOnce) that finish playing completely.
*/
FINISH = "finish"
}