/**
 * Defines events related to a blend state and its internal AnimationActions.
 *
 * - ENTER and EXIT describe when the blend state itself becomes active or inactive in the state machine.
 * - PLAY, STOP, ITERATE, and FINISH describe the lifecycle of individual AnimationActions inside this blend state.
 */
export declare enum AnimationStateEvent {
    /**
     * Fired when the blend state itself becomes active.
     * Indicates that a transition into this state has started.
     */
    ENTER = "enter",
    /**
     * Fired when the blend state itself becomes inactive.
     * Indicates that a transition away from this state has started.
     */
    EXIT = "exit",
    /**
     * Fired when an individual AnimationAction inside this blend state starts playing.
     * For example, when a walk or run action becomes active due to weights.
     */
    PLAY = "play",
    /**
     * Fired when an individual AnimationAction inside this blend state stops playing.
     * For example, when a walk or run action stops as its weights reach zero.
     */
    STOP = "stop",
    /**
     * Fired when an individual AnimationAction inside this blend state completes one full loop.
     * Fires every cycle for looping actions (LoopRepeat, LoopPingPong).
     */
    ITERATE = "iterate",
    /**
     * Fired when an individual AnimationAction inside this blend state reaches its natural end.
     * This applies to non-looping actions (LoopOnce) that finish playing completely.
     */
    FINISH = "finish"
}
