import { Eventail } from "eventail"; import type { Anchor } from "../mescellaneous/miscellaneous"; /** * Abstract base class for animation states in the animation state machine. * Manages state influence (weight) and provides lifecycle event handling. * * Extended by concrete animation states and controlled by the animation state machine. */ export declare abstract class AnimationState extends Eventail { /** * The name identifier for this animation state. * Used to identify and reference the state within the animation state machine. */ name: string; /** * Internal storage for the state's influence value. * Represents the weight/contribution of this state in the animation state machine. */ protected influenceInternal: number; /** * Map storing time-based event callbacks for each anchor. * Maps anchors to their respective time events, where each time event * is identified by a normalized time value and associated event name. */ protected timeEvents: Map>; /** * Gets the current influence (weight) of this animation state. * The influence determines how much this state contributes to the overall animation. * * @returns The current influence value, always in range [0, 1] */ get influence(): number; protected resetFinishedAction(anchor: Anchor): void; }