dragonbones-pixijs
Version:
DragonBones runtime for pixi v8
143 lines (142 loc) • 3.78 kB
TypeScript
import { AnimationState } from "../animation/AnimationState";
import { Armature } from "../armature/Armature";
import { Bone } from "../armature/Bone";
import { Slot } from "../armature/Slot";
import { BaseObject } from "../core/BaseObject";
import { ActionData, UserData } from "../model/UserData";
import { EventStringType } from "./IEventDispatcher";
/**
* - The properties of the object carry basic information about an event,
* which are passed as parameter or parameter's parameter to event listeners when an event occurs.
* @version DragonBones 4.5
* @language en_US
*/
export declare class EventObject extends BaseObject {
/**
* - Animation start play.
* @version DragonBones 4.5
* @language en_US
*/
static readonly START: string;
/**
* - Animation loop play complete once.
* @version DragonBones 4.5
* @language en_US
*/
static readonly LOOP_COMPLETE: string;
/**
* - Animation play complete.
* @version DragonBones 4.5
* @language en_US
*/
static readonly COMPLETE: string;
/**
* - Animation fade in start.
* @version DragonBones 4.5
* @language en_US
*/
static readonly FADE_IN: string;
/**
* - Animation fade in complete.
* @version DragonBones 4.5
* @language en_US
*/
static readonly FADE_IN_COMPLETE: string;
/**
* - Animation fade out start.
* @version DragonBones 4.5
* @language en_US
*/
static readonly FADE_OUT: string;
/**
* - Animation fade out complete.
* @version DragonBones 4.5
* @language en_US
*/
static readonly FADE_OUT_COMPLETE: string;
/**
* - Animation frame event.
* @version DragonBones 4.5
* @language en_US
*/
static readonly FRAME_EVENT: string;
/**
* - Animation frame sound event.
* @version DragonBones 4.5
* @language en_US
*/
static readonly SOUND_EVENT: string;
/**
* @internal
* @private
*/
static actionDataToInstance(data: ActionData, instance: EventObject, armature: Armature): void;
static toString(): string;
/**
* - If is a frame event, the value is used to describe the time that the event was in the animation timeline. (In seconds)
* @version DragonBones 4.5
* @language en_US
*/
time: number;
/**
* - The event type。
* @version DragonBones 4.5
* @language en_US
*/
type: EventStringType;
/**
* - The event name. (The frame event name or the frame sound name)
* @version DragonBones 4.5
* @language en_US
*/
name: string;
/**
* - The armature that dispatch the event.
* @see dragonBones.Armature
* @version DragonBones 4.5
* @language en_US
*/
armature: Armature;
/**
* - The bone that dispatch the event.
* @see dragonBones.Bone
* @version DragonBones 4.5
* @language en_US
*/
bone: Bone | null;
/**
* - The slot that dispatch the event.
* @see dragonBones.Slot
* @version DragonBones 4.5
* @language en_US
*/
slot: Slot | null;
/**
* - The animation state that dispatch the event.
* @see dragonBones.AnimationState
* @version DragonBones 4.5
* @language en_US
*/
animationState: AnimationState;
/**
* @private
*/
actionData: ActionData | null;
/**
* @private
*/
/**
* - The custom data.
* @see dragonBones.CustomData
* @version DragonBones 5.0
* @language en_US
*/
/**
* - 自定义数据。
* @see dragonBones.CustomData
* @version DragonBones 5.0
* @language zh_CN
*/
data: UserData | null;
protected _onClear(): void;
}