dragonbones-runtime
Version:
the tools to build dragonbones file for diffrent framework
251 lines (250 loc) • 8.23 kB
text/typescript
/**
* The MIT License (MIT)
*
* Copyright (c) 2012-2017 DragonBones team and other contributors
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of
* this software and associated documentation files (the "Software"), to deal in
* the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
* the Software, and to permit persons to whom the Software is furnished to do so,
* subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace dragonBones {
/**
* - 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
*/
/**
* - 事件对象,包含有关事件的基本信息,当发生事件时,该实例将作为参数或参数的参数传递给事件侦听器。
* @version DragonBones 4.5
* @language zh_CN
*/
export class EventObject extends BaseObject {
/**
* - Animation start play.
* @version DragonBones 4.5
* @language en_US
*/
/**
* - 动画开始播放。
* @version DragonBones 4.5
* @language zh_CN
*/
public static readonly START: string = "start";
/**
* - Animation loop play complete once.
* @version DragonBones 4.5
* @language en_US
*/
/**
* - 动画循环播放完成一次。
* @version DragonBones 4.5
* @language zh_CN
*/
public static readonly LOOP_COMPLETE: string = "loopComplete";
/**
* - Animation play complete.
* @version DragonBones 4.5
* @language en_US
*/
/**
* - 动画播放完成。
* @version DragonBones 4.5
* @language zh_CN
*/
public static readonly COMPLETE: string = "complete";
/**
* - Animation fade in start.
* @version DragonBones 4.5
* @language en_US
*/
/**
* - 动画淡入开始。
* @version DragonBones 4.5
* @language zh_CN
*/
public static readonly FADE_IN: string = "fadeIn";
/**
* - Animation fade in complete.
* @version DragonBones 4.5
* @language en_US
*/
/**
* - 动画淡入完成。
* @version DragonBones 4.5
* @language zh_CN
*/
public static readonly FADE_IN_COMPLETE: string = "fadeInComplete";
/**
* - Animation fade out start.
* @version DragonBones 4.5
* @language en_US
*/
/**
* - 动画淡出开始。
* @version DragonBones 4.5
* @language zh_CN
*/
public static readonly FADE_OUT: string = "fadeOut";
/**
* - Animation fade out complete.
* @version DragonBones 4.5
* @language en_US
*/
/**
* - 动画淡出完成。
* @version DragonBones 4.5
* @language zh_CN
*/
public static readonly FADE_OUT_COMPLETE: string = "fadeOutComplete";
/**
* - Animation frame event.
* @version DragonBones 4.5
* @language en_US
*/
/**
* - 动画帧事件。
* @version DragonBones 4.5
* @language zh_CN
*/
public static readonly FRAME_EVENT: string = "frameEvent";
/**
* - Animation frame sound event.
* @version DragonBones 4.5
* @language en_US
*/
/**
* - 动画帧声音事件。
* @version DragonBones 4.5
* @language zh_CN
*/
public static readonly SOUND_EVENT: string = "soundEvent";
public static toString(): string {
return "[class dragonBones.EventObject]";
}
/**
* - 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
*/
/**
* - 如果是帧事件,此值用来描述该事件在动画时间轴中所处的时间。(以秒为单位)
* @version DragonBones 4.5
* @language zh_CN
*/
public time: number;
/**
* - The event type。
* @version DragonBones 4.5
* @language en_US
*/
/**
* - 事件类型。
* @version DragonBones 4.5
* @language zh_CN
*/
public type: EventStringType;
/**
* - The event name. (The frame event name or the frame sound name)
* @version DragonBones 4.5
* @language en_US
*/
/**
* - 事件名称。 (帧事件的名称或帧声音的名称)
* @version DragonBones 4.5
* @language zh_CN
*/
public name: string;
/**
* - The armature that dispatch the event.
* @see dragonBones.Armature
* @version DragonBones 4.5
* @language en_US
*/
/**
* - 发出该事件的骨架。
* @see dragonBones.Armature
* @version DragonBones 4.5
* @language zh_CN
*/
public armature: Armature;
/**
* - The bone that dispatch the event.
* @see dragonBones.Bone
* @version DragonBones 4.5
* @language en_US
*/
/**
* - 发出该事件的骨骼。
* @see dragonBones.Bone
* @version DragonBones 4.5
* @language zh_CN
*/
public bone: Bone | null;
/**
* - The slot that dispatch the event.
* @see dragonBones.Slot
* @version DragonBones 4.5
* @language en_US
*/
/**
* - 发出该事件的插槽。
* @see dragonBones.Slot
* @version DragonBones 4.5
* @language zh_CN
*/
public slot: Slot | null;
/**
* - The animation state that dispatch the event.
* @see dragonBones.AnimationState
* @version DragonBones 4.5
* @language en_US
*/
/**
* - 发出该事件的动画状态。
* @see dragonBones.AnimationState
* @version DragonBones 4.5
* @language zh_CN
*/
public animationState: AnimationState;
/**
* - 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
*/
public data: UserData | null;
/**
* @private
*/
protected _onClear(): void {
this.time = 0.0;
this.type = "";
this.name = "";
this.armature = null as any;
this.bone = null;
this.slot = null;
this.animationState = null as any;
this.data = null;
}
}
}