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.
 *
 * This class is designed to be 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<Anchor, Map<number, string>>;
    /**
     * 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;
}
