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dragonbones-pixijs

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import { IAnimatable } from "./IAnimatable"; /** * - Worldclock provides clock support for animations, advance time for each IAnimatable object added to the instance. * @see dragonBones.IAnimateble * @see dragonBones.Armature * @version DragonBones 3.0 * @language en_US */ export declare class WorldClock implements IAnimatable { /** * - Current time. (In seconds) * @version DragonBones 3.0 * @language en_US */ time: number; /** * - The play speed, used to control animation speed-shift 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 _systemTime; private readonly _animatebles; private _clock; /** * - Creating a Worldclock instance. Typically, you do not need to create Worldclock instance. * When multiple Worldclock instances are running at different speeds, can achieving some specific animation effects, such as bullet time. * @version DragonBones 3.0 * @language en_US */ constructor(time?: number); /** * - Advance time for all IAnimatable instances. * @param passedTime - Passed time. [-1: Automatically calculates the time difference between the current frame and the previous frame, [0~N): Passed time] (In seconds) * @version DragonBones 3.0 * @language en_US */ advanceTime(passedTime: number): void; /** * - Check whether contains a specific instance of IAnimatable. * @param value - The IAnimatable instance. * @version DragonBones 3.0 * @language en_US */ contains(value: IAnimatable): boolean; /** * - Add IAnimatable instance. * @param value - The IAnimatable instance. * @version DragonBones 3.0 * @language en_US */ add(value: IAnimatable): void; /** * - Removes a specified IAnimatable instance. * @param value - The IAnimatable instance. * @version DragonBones 3.0 * @language en_US */ remove(value: IAnimatable): void; /** * - Clear all IAnimatable instances. * @version DragonBones 3.0 * @language en_US */ clear(): void; /** * @inheritDoc */ get clock(): WorldClock | null; set clock(value: WorldClock | null); }