import { Skeleton } from '../data/Skeleton'; import { SkeletonPose } from '../data/SkeletonPose'; import { SkeletonDirectionalNode } from '../nodes/SkeletonDirectionalNode'; import { AnimationStateBase } from './AnimationStateBase'; import { ISkeletonAnimationState } from './ISkeletonAnimationState'; import { AnimatorBase } from '../AnimatorBase'; /** * */ export declare class SkeletonDirectionalState extends AnimationStateBase implements ISkeletonAnimationState { private _skeletonAnimationNode; private _skeletonPose; private _skeletonPoseDirty; private _inputA; private _inputB; private _blendWeight; private _direction; private _blendDirty; private _forward; private _backward; private _left; private _right; /** * Defines the direction in degrees of the aniamtion between the forwards (0), right(90) backwards (180) and left(270) input nodes, * used to produce the skeleton pose output. */ set direction(value: number); get direction(): number; constructor(animator: AnimatorBase, skeletonAnimationNode: SkeletonDirectionalNode); /** * @inheritDoc */ phase(value: number): void; /** * @inheritDoc */ _pUdateTime(time: number): void; /** * Returns the current skeleton pose of the animation in the clip based on the internal playhead position. */ getSkeletonPose(skeleton: Skeleton): SkeletonPose; /** * @inheritDoc */ _pUpdatePositionDelta(): void; /** * Updates the output skeleton pose of the node based on the direction value between forward, backwards, left and right input nodes. * * @param skeleton The skeleton used by the animator requesting the ouput pose. */ private updateSkeletonPose; /** * Updates the blend value for the animation output based on the direction value between forward, backwards, left and right input nodes. * * @private */ private updateBlend; } //# sourceMappingURL=SkeletonDirectionalState.d.ts.map