UNPKG

dragonbones-pixijs

Version:
162 lines (161 loc) 4.72 kB
import { BaseObject } from "../core/BaseObject"; import { AnimationFadeOutMode, TweenType } from "../core/DragonBones"; /** * - The animation config is used to describe all the information needed to play an animation state. * The API is still in the experimental phase and may encounter bugs or stability or compatibility issues when used. * @see dragonBones.AnimationState * @beta * @version DragonBones 5.0 * @language en_US */ export declare class AnimationConfig extends BaseObject { static toString(): string; /** * @private */ pauseFadeOut: boolean; /** * - Fade out the pattern of other animation states when the animation state is fade in. * This property is typically used to specify the substitution of multiple animation states blend. * @default dragonBones.AnimationFadeOutMode.All * @version DragonBones 5.0 * @language en_US */ fadeOutMode: AnimationFadeOutMode; /** * @private */ fadeOutTweenType: TweenType; /** * @private */ fadeOutTime: number; /** * @private */ pauseFadeIn: boolean; /** * @private */ actionEnabled: boolean; /** * @private */ additive: boolean; /** * - Whether the animation state has control over the display property of the slots. * Sometimes blend a animation state does not want it to control the display properties of the slots, * especially if other animation state are controlling the display 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 */ fadeInTweenType: TweenType; /** * - 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 start time of play. (In seconds) * @default 0.0 * @version DragonBones 5.0 * @language en_US */ position: number; /** * - The duration of play. * [-1: Use the default value of the animation data, 0: Stop play, (0~N]: The duration] (In seconds) * @default -1.0 * @version DragonBones 5.0 * @language en_US */ duration: 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; /** * - The blend weight. * @default 1.0 * @version DragonBones 5.0 * @language en_US */ weight: number; /** * - The fade in time. * [-1: Use the default value of the animation data, [0~N]: The fade in time] (In seconds) * @default -1.0 * @version DragonBones 5.0 * @language en_US */ fadeInTime: 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; /** * - The name of the animation state. (Can be different from the name of the animation data) * @version DragonBones 5.0 * @language en_US */ name: string; /** * - The animation data name. * @version DragonBones 5.0 * @language en_US */ animation: 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 */ readonly boneMask: Array<string>; protected _onClear(): void; /** * @private */ clear(): void; /** * @private */ copyFrom(value: AnimationConfig): void; }