dragonbones-pixijs
Version:
DragonBones runtime for pixi v8
323 lines (322 loc) • 8.84 kB
TypeScript
import { BaseObject } from "../core/BaseObject";
import { AnimationBlendType } from "../core/DragonBones";
import { AnimationConfig } from "../model/AnimationConfig";
import { AnimationData, TimelineData } from "../model/AnimationData";
import { ActionTimelineState } from "./TimelineState";
import { Armature } from "../armature/Armature";
/**
* - The animation state is generated when the animation data is played.
* @see dragonBones.Animation
* @see dragonBones.AnimationData
* @version DragonBones 3.0
* @language en_US
*/
export declare class AnimationState extends BaseObject {
static toString(): string;
/**
* @private
*/
actionEnabled: boolean;
/**
* @private
*/
additive: boolean;
/**
* - Whether the animation state has control over the display object properties of the slots.
* Sometimes blend a animation state does not want it to control the display object properties of the slots,
* especially if other animation state are controlling the display object properties of the slots.
* @default true
* @version DragonBones 5.0
* @language en_US
*/
displayControl: boolean;
/**
* - Whether to reset the objects without animation to the armature pose when the animation state is start to play.
* This property should usually be set to false when blend multiple animation states.
* @default true
* @version DragonBones 5.1
* @language en_US
*/
resetToPose: boolean;
/**
* @private
*/
blendType: AnimationBlendType;
/**
* - The play times. [0: Loop play, [1~N]: Play N times]
* @version DragonBones 3.0
* @language en_US
*/
playTimes: number;
/**
* - The blend layer.
* High layer animation state will get the blend weight first.
* When the blend weight is assigned more than 1, the remaining animation states will no longer get the weight assigned.
* @readonly
* @version DragonBones 5.0
* @language en_US
*/
layer: number;
/**
* - The play speed.
* The value is an overlay relationship with {@link dragonBones.Animation#timeScale}.
* [(-N~0): Reverse play, 0: Stop play, (0~1): Slow play, 1: Normal play, (1~N): Fast play]
* @default 1.0
* @version DragonBones 3.0
* @language en_US
*/
timeScale: number;
/**
* @private
*/
parameterX: number;
/**
* @private
*/
parameterY: number;
/**
* @private
*/
positionX: number;
/**
* @private
*/
positionY: number;
/**
* - The auto fade out time when the animation state play completed.
* [-1: Do not fade out automatically, [0~N]: The fade out time] (In seconds)
* @default -1.0
* @version DragonBones 5.0
* @language en_US
*/
autoFadeOutTime: number;
/**
* @private
*/
fadeTotalTime: number;
/**
* - The name of the animation state. (Can be different from the name of the animation data)
* @readonly
* @version DragonBones 5.0
* @language en_US
*/
name: string;
/**
* - The blend group name of the animation state.
* This property is typically used to specify the substitution of multiple animation states blend.
* @readonly
* @version DragonBones 5.0
* @language en_US
*/
group: string;
private _timelineDirty;
/**
* - xx: Play Enabled, Fade Play Enabled
* @internal
*/
_playheadState: number;
/**
* -1: Fade in, 0: Fade complete, 1: Fade out;
* @internal
*/
_fadeState: number;
/**
* -1: Fade start, 0: Fading, 1: Fade complete;
* @internal
*/
_subFadeState: number;
/**
* @internal
*/
_position: number;
/**
* @internal
*/
_duration: number;
private _weight;
private _fadeTime;
private _time;
/**
* @internal
*/
_fadeProgress: number;
/**
* @internal
*/
_weightResult: number;
private readonly _boneMask;
private readonly _boneTimelines;
private readonly _boneBlendTimelines;
private readonly _slotTimelines;
private readonly _slotBlendTimelines;
private readonly _constraintTimelines;
private readonly _animationTimelines;
private readonly _poseTimelines;
private _animationData;
private _armature;
/**
* @internal
*/
_actionTimeline: ActionTimelineState;
private _zOrderTimeline;
private _activeChildA;
private _activeChildB;
/**
* @internal
*/
_parent: AnimationState | null;
protected _onClear(): void;
private _updateTimelines;
private _updateBoneAndSlotTimelines;
private _advanceFadeTime;
/**
* @internal
*/
init(armature: Armature, animationData: AnimationData, animationConfig: AnimationConfig): void;
/**
* @internal
*/
advanceTime(passedTime: number, cacheFrameRate: number): void;
/**
* - Continue play.
* @version DragonBones 3.0
* @language en_US
*/
play(): void;
/**
* - Stop play.
* @version DragonBones 3.0
* @language en_US
*/
stop(): void;
/**
* - Fade out the animation state.
* @param fadeOutTime - The fade out time. (In seconds)
* @param pausePlayhead - Whether to pause the animation playing when fade out.
* @version DragonBones 3.0
* @language en_US
*/
fadeOut(fadeOutTime: number, pausePlayhead?: boolean): void;
/**
* - Check if a specific bone mask is included.
* @param boneName - The bone name.
* @version DragonBones 3.0
* @language en_US
*/
containsBoneMask(boneName: string): boolean;
/**
* - Add a specific bone mask.
* @param boneName - The bone name.
* @param recursive - Whether or not to add a mask to the bone's sub-bone.
* @version DragonBones 3.0
* @language en_US
*/
addBoneMask(boneName: string, recursive?: boolean): void;
/**
* - Remove the mask of a specific bone.
* @param boneName - The bone name.
* @param recursive - Whether to remove the bone's sub-bone mask.
* @version DragonBones 3.0
* @language en_US
*/
removeBoneMask(boneName: string, recursive?: boolean): void;
/**
* - Remove all bone masks.
* @version DragonBones 3.0
* @language en_US
*/
removeAllBoneMask(): void;
/**
* @private
*/
addState(animationState: AnimationState, timelineDatas?: TimelineData[] | null): void;
/**
* @internal
*/
activeTimeline(): void;
/**
* - Whether the animation state is fading in.
* @version DragonBones 5.1
* @language en_US
*/
get isFadeIn(): boolean;
/**
* - Whether the animation state is fading out.
* @version DragonBones 5.1
* @language en_US
*/
get isFadeOut(): boolean;
/**
* - Whether the animation state is fade completed.
* @version DragonBones 5.1
* @language en_US
*/
get isFadeComplete(): boolean;
/**
* - Whether the animation state is playing.
* @version DragonBones 3.0
* @language en_US
*/
get isPlaying(): boolean;
/**
* - Whether the animation state is play completed.
* @version DragonBones 3.0
* @language en_US
*/
get isCompleted(): boolean;
/**
* - The times has been played.
* @version DragonBones 3.0
* @language en_US
*/
get currentPlayTimes(): number;
/**
* - The total time. (In seconds)
* @version DragonBones 3.0
* @language en_US
*/
get totalTime(): number;
/**
* - The time is currently playing. (In seconds)
* @version DragonBones 3.0
* @language en_US
*/
get currentTime(): number;
set currentTime(value: number);
/**
* - The blend weight.
* @default 1.0
* @version DragonBones 5.0
* @language en_US
*/
get weight(): number;
set weight(value: number);
/**
* - The animation data.
* @see dragonBones.AnimationData
* @version DragonBones 3.0
* @language en_US
*/
get animationData(): AnimationData;
}
/**
* @internal
*/
export declare class BlendState extends BaseObject {
static readonly BONE_TRANSFORM: string;
static readonly BONE_ALPHA: string;
static readonly SURFACE: string;
static readonly SLOT_DEFORM: string;
static readonly SLOT_ALPHA: string;
static readonly SLOT_Z_INDEX: string;
static toString(): string;
dirty: number;
layer: number;
leftWeight: number;
layerWeight: number;
blendWeight: number;
target: BaseObject;
protected _onClear(): void;
update(animationState: AnimationState): boolean;
reset(): void;
}