import { Skeleton } from './spine-core/Skeleton'; import { SkeletonData } from './spine-core/SkeletonData'; import { AnimationState } from './spine-core/AnimationState'; import { MeshGenerator } from './core/MeshGenerator'; import { SpineRenderSetting } from './types'; import { Script, Entity, Texture2D } from 'oasis-engine'; export declare class SpineAnimation extends Script { private _skeletonData; private _skeleton; private _state; private _tempOffset; private _tempSize; private _tempArray; protected _meshGenerator: MeshGenerator; setting: SpineRenderSetting; autoUpdate: boolean; autoUpdateBounds: boolean; get skeletonData(): SkeletonData; get skeleton(): Skeleton; get state(): AnimationState; get mesh(): import("oasis-engine").BufferMesh; set scale(v: number); constructor(entity: Entity); setSkeletonData(skeletonData: SkeletonData, setting?: SpineRenderSetting): void; /** * Separate slot by slot name. This will add a new sub mesh, and new materials. */ addSeparateSlot(slotName: string): void; /** * Change texture of a separated slot by name. */ hackSeparateSlotTexture(slotName: string, texture: Texture2D): void; onUpdate(delta: number): void; updateState(deltaTime: number): void; updateGeometry(): void; updateBounds(): void; /** * Spine animation custom clone. */ _cloneTo(target: SpineAnimation): void; private _disposeCurrentSkeleton; onDestroy(): void; }