2021-12-24 21:11:44 +08:00
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/**
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2020-10-18 00:27:23 +08:00
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* The MIT License (MIT)
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*
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* Copyright (c) 2012-2018 DragonBones team and other contributors
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy of
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* this software and associated documentation files (the "Software"), to deal in
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* the Software without restriction, including without limitation the rights to
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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* the Software, and to permit persons to whom the Software is furnished to do so,
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* subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifndef DRAGONBONES_EVENT_OBJECT_H
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#define DRAGONBONES_EVENT_OBJECT_H
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#include "../core/BaseObject.h"
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DRAGONBONES_NAMESPACE_BEGIN
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/**
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* - The properties of the object carry basic information about an event,
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* which are passed as parameter or parameter's parameter to event listeners when an event occurs.
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* @version DragonBones 4.5
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* @language en_US
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*/
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/**
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* - 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。
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* @version DragonBones 4.5
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* @language zh_CN
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*/
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class EventObject : public BaseObject
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{
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BIND_CLASS_TYPE_A(EventObject);
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public:
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/**
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* - Animation start play.
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* @version DragonBones 4.5
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* @language en_US
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*/
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/**
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* - 动画开始播放。
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* @version DragonBones 4.5
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* @language zh_CN
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*/
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static const char* START;
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/**
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* - Animation loop play complete once.
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* @version DragonBones 4.5
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* @language en_US
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*/
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/**
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* - 动画循环播放完成一次。
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* @version DragonBones 4.5
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* @language zh_CN
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*/
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static const char* LOOP_COMPLETE;
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/**
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* - Animation play complete.
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* @version DragonBones 4.5
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* @language en_US
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*/
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/**
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* - 动画播放完成。
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* @version DragonBones 4.5
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* @language zh_CN
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*/
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static const char* COMPLETE;
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/**
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* - Animation fade in start.
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* @version DragonBones 4.5
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* @language en_US
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*/
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/**
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* - 动画淡入开始。
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* @version DragonBones 4.5
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* @language zh_CN
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*/
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static const char* FADE_IN;
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/**
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* - Animation fade in complete.
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* @version DragonBones 4.5
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* @language en_US
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*/
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/**
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* - 动画淡入完成。
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2020-10-18 00:27:23 +08:00
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* @version DragonBones 4.5
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* @language zh_CN
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*/
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static const char* FADE_IN_COMPLETE;
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/**
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* - Animation fade out start.
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* @version DragonBones 4.5
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* @language en_US
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*/
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/**
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* - 动画淡出开始。
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* @version DragonBones 4.5
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* @language zh_CN
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*/
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static const char* FADE_OUT;
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/**
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* - Animation fade out complete.
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* @version DragonBones 4.5
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* @language en_US
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*/
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/**
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* - 动画淡出完成。
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* @version DragonBones 4.5
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* @language zh_CN
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*/
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static const char* FADE_OUT_COMPLETE;
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/**
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* - Animation frame event.
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* @version DragonBones 4.5
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* @language en_US
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*/
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/**
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* - 动画帧事件。
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* @version DragonBones 4.5
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* @language zh_CN
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*/
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static const char* FRAME_EVENT;
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/**
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* - Animation frame sound event.
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* @version DragonBones 4.5
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* @language en_US
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*/
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/**
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* - 动画帧声音事件。
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* @version DragonBones 4.5
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* @language zh_CN
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*/
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static const char* SOUND_EVENT;
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/**
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* @internal
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*/
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static void actionDataToInstance(const ActionData* data, EventObject* instance, Armature* armature);
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public:
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/**
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* - If is a frame event, the value is used to describe the time that the event was in the animation timeline. (In seconds)
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* @version DragonBones 4.5
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* @language en_US
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*/
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/**
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* - 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)
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* @version DragonBones 4.5
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* @language zh_CN
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*/
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float time;
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/**
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* - The event type。
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* @version DragonBones 4.5
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* @language en_US
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*/
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/**
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* - 事件类型。
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* @version DragonBones 4.5
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* @language zh_CN
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*/
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std::string type;
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/**
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* - The event name. (The frame event name or the frame sound name)
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* @version DragonBones 4.5
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* @language en_US
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*/
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/**
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* - 事件名称。 (帧事件的名称或帧声音的名称)
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* @version DragonBones 4.5
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* @language zh_CN
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*/
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std::string name;
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/**
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* - The armature that dispatch the event.
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* @see dragonBones.Armature
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* @version DragonBones 4.5
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* @language en_US
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*/
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/**
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* - 发出该事件的骨架。
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* @see dragonBones.Armature
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* @version DragonBones 4.5
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* @language zh_CN
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*/
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Armature* armature;
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/**
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* - The bone that dispatch the event.
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* @see dragonBones.Bone
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* @version DragonBones 4.5
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* @language en_US
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*/
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/**
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* - 发出该事件的骨骼。
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* @see dragonBones.Bone
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* @version DragonBones 4.5
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* @language zh_CN
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*/
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Bone* bone;
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/**
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* - The slot that dispatch the event.
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* @see dragonBones.Slot
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* @version DragonBones 4.5
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* @language en_US
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*/
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/**
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* - 发出该事件的插槽。
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* @see dragonBones.Slot
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* @version DragonBones 4.5
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* @language zh_CN
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*/
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Slot* slot;
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/**
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* - The animation state that dispatch the event.
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* @see dragonBones.AnimationState
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* @version DragonBones 4.5
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* @language en_US
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*/
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/**
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* - 发出该事件的动画状态。
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* @see dragonBones.AnimationState
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* @version DragonBones 4.5
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* @language zh_CN
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*/
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AnimationState* animationState;
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/**
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* @private
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*/
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const ActionData* actionData;
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/**
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* - The custom data.
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* @see dragonBones.CustomData
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* @private
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* @version DragonBones 5.0
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* @language en_US
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*/
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/**
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* - 自定义数据。
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* @see dragonBones.CustomData
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* @private
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* @version DragonBones 5.0
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* @language zh_CN
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*/
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UserData* data;
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protected:
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virtual void _onClear() override;
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public: // For WebAssembly.
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Armature* getArmature() const { return armature; }
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Bone* getBone() const { return bone; }
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Slot* getSlot() const { return slot; }
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AnimationState* getAnimationState() const { return animationState; }
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UserData* getData() const { return data; }
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};
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DRAGONBONES_NAMESPACE_END
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#endif // DRAGONBONES_EVENT_OBJECT_H
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