import { AnimationState } from "../animation/AnimationState";
import { Armature } from "../armature/Armature";
import { Bone } from "../armature/Bone";
import { Slot } from "../armature/Slot";
import { BaseObject } from "../core/BaseObject";
import { ActionData, UserData } from "../model/UserData";
import { EventStringType } from "./IEventDispatcher";
/**
 * - The properties of the object carry basic information about an event,
 * which are passed as parameter or parameter's parameter to event listeners when an event occurs.
 * @version DragonBones 4.5
 * @language en_US
 */
export declare class EventObject extends BaseObject {
    /**
     * - Animation start play.
     * @version DragonBones 4.5
     * @language en_US
     */
    static readonly START: string;
    /**
     * - Animation loop play complete once.
     * @version DragonBones 4.5
     * @language en_US
     */
    static readonly LOOP_COMPLETE: string;
    /**
     * - Animation play complete.
     * @version DragonBones 4.5
     * @language en_US
     */
    static readonly COMPLETE: string;
    /**
     * - Animation fade in start.
     * @version DragonBones 4.5
     * @language en_US
     */
    static readonly FADE_IN: string;
    /**
     * - Animation fade in complete.
     * @version DragonBones 4.5
     * @language en_US
     */
    static readonly FADE_IN_COMPLETE: string;
    /**
     * - Animation fade out start.
     * @version DragonBones 4.5
     * @language en_US
     */
    static readonly FADE_OUT: string;
    /**
     * - Animation fade out complete.
     * @version DragonBones 4.5
     * @language en_US
     */
    static readonly FADE_OUT_COMPLETE: string;
    /**
     * - Animation frame event.
     * @version DragonBones 4.5
     * @language en_US
     */
    static readonly FRAME_EVENT: string;
    /**
     * - Animation frame sound event.
     * @version DragonBones 4.5
     * @language en_US
     */
    static readonly SOUND_EVENT: string;
    /**
     * @internal
     * @private
     */
    static actionDataToInstance(data: ActionData, instance: EventObject, armature: Armature): void;
    static toString(): string;
    /**
     * - If is a frame event, the value is used to describe the time that the event was in the animation timeline. (In seconds)
     * @version DragonBones 4.5
     * @language en_US
     */
    time: number;
    /**
     * - The event type。
     * @version DragonBones 4.5
     * @language en_US
     */
    type: EventStringType;
    /**
     * - The event name. (The frame event name or the frame sound name)
     * @version DragonBones 4.5
     * @language en_US
     */
    name: string;
    /**
     * - The armature that dispatch the event.
     * @see dragonBones.Armature
     * @version DragonBones 4.5
     * @language en_US
     */
    armature: Armature;
    /**
     * - The bone that dispatch the event.
     * @see dragonBones.Bone
     * @version DragonBones 4.5
     * @language en_US
     */
    bone: Bone | null;
    /**
     * - The slot that dispatch the event.
     * @see dragonBones.Slot
     * @version DragonBones 4.5
     * @language en_US
     */
    slot: Slot | null;
    /**
     * - The animation state that dispatch the event.
     * @see dragonBones.AnimationState
     * @version DragonBones 4.5
     * @language en_US
     */
    animationState: AnimationState;
    /**
     * @private
     */
    actionData: ActionData | null;
    /**
     * @private
     */
    /**
     * - The custom data.
     * @see dragonBones.CustomData
     * @version DragonBones 5.0
     * @language en_US
     */
    /**
     * - 自定义数据。
     * @see dragonBones.CustomData
     * @version DragonBones 5.0
     * @language zh_CN
     */
    data: UserData | null;
    protected _onClear(): void;
}
