import { Action } from "./action"; import type { Condition } from "./condition"; import type { ActionEvent } from "./actionEvent"; /** * This defines an action responsible to toggle a boolean once triggered. * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions */ export declare class SwitchBooleanAction extends Action { /** * The path to the boolean property in the target object */ propertyPath: string; private _target; private _effectiveTarget; private _property; /** * Instantiate the action * @param triggerOptions defines the trigger options * @param target defines the object containing the boolean * @param propertyPath defines the path to the boolean property in the target object * @param condition defines the trigger related conditions */ constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition); /** @internal */ _prepare(): void; /** * Execute the action toggle the boolean value. */ execute(): void; /** * Serializes the actions and its related information. * @param parent defines the object to serialize in * @returns the serialized object */ serialize(parent: any): any; } /** * This defines an action responsible to set a the state field of the target * to a desired value once triggered. * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions */ export declare class SetStateAction extends Action { /** * The value to store in the state field. */ value: string; private _target; /** * Instantiate the action * @param triggerOptions defines the trigger options * @param target defines the object containing the state property * @param value defines the value to store in the state field * @param condition defines the trigger related conditions */ constructor(triggerOptions: any, target: any, value: string, condition?: Condition); /** * Execute the action and store the value on the target state property. */ execute(): void; /** * Serializes the actions and its related information. * @param parent defines the object to serialize in * @returns the serialized object */ serialize(parent: any): any; } /** * This defines an action responsible to set a property of the target * to a desired value once triggered. * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions */ export declare class SetValueAction extends Action { /** * The path of the property to set in the target. */ propertyPath: string; /** * The value to set in the property */ value: any; private _target; private _effectiveTarget; private _property; /** * Instantiate the action * @param triggerOptions defines the trigger options * @param target defines the object containing the property * @param propertyPath defines the path of the property to set in the target * @param value defines the value to set in the property * @param condition defines the trigger related conditions */ constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition); /** @internal */ _prepare(): void; /** * Execute the action and set the targeted property to the desired value. */ execute(): void; /** * Serializes the actions and its related information. * @param parent defines the object to serialize in * @returns the serialized object */ serialize(parent: any): any; } /** * This defines an action responsible to increment the target value * to a desired value once triggered. * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions */ export declare class IncrementValueAction extends Action { /** * The path of the property to increment in the target. */ propertyPath: string; /** * The value we should increment the property by. */ value: any; private _target; private _effectiveTarget; private _property; /** * Instantiate the action * @param triggerOptions defines the trigger options * @param target defines the object containing the property * @param propertyPath defines the path of the property to increment in the target * @param value defines the value value we should increment the property by * @param condition defines the trigger related conditions */ constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition); /** @internal */ _prepare(): void; /** * Execute the action and increment the target of the value amount. */ execute(): void; /** * Serializes the actions and its related information. * @param parent defines the object to serialize in * @returns the serialized object */ serialize(parent: any): any; } /** * This defines an action responsible to start an animation once triggered. * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions */ export declare class PlayAnimationAction extends Action { /** * Where the animation should start (animation frame) */ from: number; /** * Where the animation should stop (animation frame) */ to: number; /** * Define if the animation should loop or stop after the first play. */ loop?: boolean; private _target; /** * Instantiate the action * @param triggerOptions defines the trigger options * @param target defines the target animation or animation name * @param from defines from where the animation should start (animation frame) * @param to defines where the animation should stop (animation frame) * @param loop defines if the animation should loop or stop after the first play * @param condition defines the trigger related conditions */ constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition); /** @internal */ _prepare(): void; /** * Execute the action and play the animation. */ execute(): void; /** * Serializes the actions and its related information. * @param parent defines the object to serialize in * @returns the serialized object */ serialize(parent: any): any; } /** * This defines an action responsible to stop an animation once triggered. * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions */ export declare class StopAnimationAction extends Action { private _target; /** * Instantiate the action * @param triggerOptions defines the trigger options * @param target defines the target animation or animation name * @param condition defines the trigger related conditions */ constructor(triggerOptions: any, target: any, condition?: Condition); /** @internal */ _prepare(): void; /** * Execute the action and stop the animation. */ execute(): void; /** * Serializes the actions and its related information. * @param parent defines the object to serialize in * @returns the serialized object */ serialize(parent: any): any; } /** * This defines an action responsible that does nothing once triggered. * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions */ export declare class DoNothingAction extends Action { /** * Instantiate the action * @param triggerOptions defines the trigger options * @param condition defines the trigger related conditions */ constructor(triggerOptions?: any, condition?: Condition); /** * Execute the action and do nothing. */ execute(): void; /** * Serializes the actions and its related information. * @param parent defines the object to serialize in * @returns the serialized object */ serialize(parent: any): any; } /** * This defines an action responsible to trigger several actions once triggered. * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions */ export declare class CombineAction extends Action { /** * The list of aggregated animations to run. */ children: Action[]; /** * defines if the children actions conditions should be check before execution */ enableChildrenConditions: boolean; /** * Instantiate the action * @param triggerOptions defines the trigger options * @param children defines the list of aggregated animations to run * @param condition defines the trigger related conditions * @param enableChildrenConditions defines if the children actions conditions should be check before execution */ constructor(triggerOptions: any, children: Action[], condition?: Condition, enableChildrenConditions?: boolean); /** @internal */ _prepare(): void; /** * Execute the action and executes all the aggregated actions. * @param evt event to execute */ execute(evt: ActionEvent): void; /** * Serializes the actions and its related information. * @param parent defines the object to serialize in * @returns the serialized object */ serialize(parent: any): any; } /** * This defines an action responsible to run code (external event) once triggered. * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions */ export declare class ExecuteCodeAction extends Action { /** * The callback function to run. */ func: (evt: ActionEvent) => void; /** * Instantiate the action * @param triggerOptions defines the trigger options * @param func defines the callback function to run * @param condition defines the trigger related conditions */ constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition); /** * Execute the action and run the attached code. * @param evt event to execute */ execute(evt: ActionEvent): void; } /** * This defines an action responsible to set the parent property of the target once triggered. * @see https://doc.babylonjs.com/features/featuresDeepDive/events/actions */ export declare class SetParentAction extends Action { private _parent; private _target; /** * Instantiate the action * @param triggerOptions defines the trigger options * @param target defines the target containing the parent property * @param parent defines from where the animation should start (animation frame) * @param condition defines the trigger related conditions */ constructor(triggerOptions: any, target: any, parent: any, condition?: Condition); /** @internal */ _prepare(): void; /** * Execute the action and set the parent property. */ execute(): void; /** * Serializes the actions and its related information. * @param parent defines the object to serialize in * @returns the serialized object */ serialize(parent: any): any; }