export declare enum RuleAction {
    do_nothing = "do_nothing",
    autostart = "autostart",
    rendered = "rendered",
    show = "show",
    hide = "hide",
    toggle_showhide = "toggle_showhide",
    play_resume = "play_resume",
    play_seek = "play_seek",
    seek_to_timer = "seek_to_timer",
    seek_to_end = "seek_to_end",
    seek_to_input = "seek_to_input",
    pause = "pause",
    start = "start",
    timer_seek = "timer_seek",
    reset = "reset",
    volume = "volume",
    mute = "mute",
    unmute = "unmute",
    reset_all_vars = "reset_all_vars",
    change_scene = "change_scene",
    open_url = "open_url",
    open_deployment = "open_deployment",
    call_api = "call_api",
    award_score = "award_score",
    move_to = "move_to",
    rotate_by = "rotate_by",
    gyro_lock = "gyro_lock",
    gyro_unlock = "gyro_unlock",
    attach = "attach",
    detach = "detach",
    effect_start = "effect_start",
    effect_stop = "effect_stop",
    gltf_preset_start = "gltf_preset_start",
    gltf_preset_stop = "gltf_preset_stop",
    gltf_preset_start_all = "gltf_preset_start_all",
    gltf_preset_stop_all = "gltf_preset_stop_all",
    point_to = "point_to",
    listen = "listen",
    scan = "scan",
    toggle_state = "toggle_state",
    take_screenshot = "take_screenshot",
    show_product_card = "show_product_card",
    /**
     * The reason we use var_reset and not var for variables is because the text displayed in then action is different
     * reset: should reset. var_reset: should reset to default value.
     */
    var_reset = "var_reset",
    set_to_input = "set_to_input",
    set_true = "set_true",
    set_false = "set_false",
    set_to_number = "set_to_number",
    set_to_formula = "set_to_formula",
    add_input = "add_input",
    add_number = "add_number",
    set_to_string = "set_to_string",
    find_replace = "find_replace",
    append_input = "append_input",
    viewer_state_updated = "viewer_state_updated",
    toggle_play_pause = "toggle_play_pause",
    reset_session = "reset_session",
    end_experience = "end_experience",
    copy_to_clipboard = "copy_to_clipboard",
    load_project = "load_project",
    show_product = "show_product",
    set_scorm_score_min = "set_scorm_score_min",
    set_scorm_score_max = "set_scorm_score_max",
    set_scorm_score = "set_scorm_score",
    set_scorm_passed = "set_scorm_passed",
    set_scorm_failed = "set_scorm_failed",
    set_scorm_completed = "set_scorm_completed",
    show_item = "show_item",
    hide_item = "hide_item",
    replace_screen_reader_text = "replace_screen_reader_text",
    teleport = "teleport",
    wave = "wave",
    clap = "clap",
    talk = "talk",
    speak = "speak"
}
export declare enum ThenActionProperty {
    seek_to = "seek_to",
    element_id = "element_id",
    time = "time",
    volume = "volume",
    scene_no = "scene_no",
    uri = "uri",
    target = "target",
    number_value = "number_value",
    string_value = "string_value",
    score = "score",
    position = "position",
    angle = "angle",
    speed = "speed",
    effect_choice = "effect_choice",
    gltf_preset_choice = "gltf_preset_choice",
    loop = "loop",
    actionbar_element_id = "actionbar_element_id",
    sku = "sku",
    url = "url",
    product_sku = "product_sku",
    item_id = "item_id",
    old = "old",
    new = "new",
    var_id = "var_id",
    duration = "duration"
}
export declare const rActionProperties: Record<RuleAction, Array<ThenActionProperty | unknown>>;
export declare const rActionPropertyDefaults: Record<ThenActionProperty, string | number | null>;
export declare const rActionDisplayName: Record<RuleAction, string>;
