{"version":3,"file":"static/chunks/Lottie.e8ea8887f2d1d82c.js","sources":["webpack://_N_E/./node_modules/lottie-react/build/index.umd.js","webpack://_N_E/./src/common/components/LottieWrapper/Lottie.styled.ts","webpack://_N_E/./src/common/components/LottieWrapper/Lottie.tsx"],"sourceRoot":"","sourcesContent":["(function (global, factory) {\n  typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports, require('lottie-web'), require('react')) :\n  typeof define === 'function' && define.amd ? define(['exports', 'lottie-web', 'react'], factory) :\n  (global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory(global[\"lottie-react\"] = {}, global.Lottie, global.React));\n})(this, (function (exports, lottie, React) { 'use strict';\n\n  function _interopDefaultLegacy (e) { return e && typeof e === 'object' && 'default' in e ? e : { 'default': e }; }\n\n  var lottie__default = /*#__PURE__*/_interopDefaultLegacy(lottie);\n  var React__default = /*#__PURE__*/_interopDefaultLegacy(React);\n\n  function _iterableToArrayLimit(arr, i) {\n    var _i = null == arr ? null : \"undefined\" != typeof Symbol && arr[Symbol.iterator] || arr[\"@@iterator\"];\n    if (null != _i) {\n      var _s,\n        _e,\n        _x,\n        _r,\n        _arr = [],\n        _n = !0,\n        _d = !1;\n      try {\n        if (_x = (_i = _i.call(arr)).next, 0 === i) {\n          if (Object(_i) !== _i) return;\n          _n = !1;\n        } else for (; !(_n = (_s = _x.call(_i)).done) && (_arr.push(_s.value), _arr.length !== i); _n = !0);\n      } catch (err) {\n        _d = !0, _e = err;\n      } finally {\n        try {\n          if (!_n && null != _i.return && (_r = _i.return(), Object(_r) !== _r)) return;\n        } finally {\n          if (_d) throw _e;\n        }\n      }\n      return _arr;\n    }\n  }\n  function ownKeys(object, enumerableOnly) {\n    var keys = Object.keys(object);\n    if (Object.getOwnPropertySymbols) {\n      var symbols = Object.getOwnPropertySymbols(object);\n      enumerableOnly && (symbols = symbols.filter(function (sym) {\n        return Object.getOwnPropertyDescriptor(object, sym).enumerable;\n      })), keys.push.apply(keys, symbols);\n    }\n    return keys;\n  }\n  function _objectSpread2(target) {\n    for (var i = 1; i < arguments.length; i++) {\n      var source = null != arguments[i] ? arguments[i] : {};\n      i % 2 ? ownKeys(Object(source), !0).forEach(function (key) {\n        _defineProperty(target, key, source[key]);\n      }) : Object.getOwnPropertyDescriptors ? Object.defineProperties(target, Object.getOwnPropertyDescriptors(source)) : ownKeys(Object(source)).forEach(function (key) {\n        Object.defineProperty(target, key, Object.getOwnPropertyDescriptor(source, key));\n      });\n    }\n    return target;\n  }\n  function _defineProperty(obj, key, value) {\n    key = _toPropertyKey(key);\n    if (key in obj) {\n      Object.defineProperty(obj, key, {\n        value: value,\n        enumerable: true,\n        configurable: true,\n        writable: true\n      });\n    } else {\n      obj[key] = value;\n    }\n    return obj;\n  }\n  function _objectWithoutPropertiesLoose(source, excluded) {\n    if (source == null) return {};\n    var target = {};\n    var sourceKeys = Object.keys(source);\n    var key, i;\n    for (i = 0; i < sourceKeys.length; i++) {\n      key = sourceKeys[i];\n      if (excluded.indexOf(key) >= 0) continue;\n      target[key] = source[key];\n    }\n    return target;\n  }\n  function _objectWithoutProperties(source, excluded) {\n    if (source == null) return {};\n    var target = _objectWithoutPropertiesLoose(source, excluded);\n    var key, i;\n    if (Object.getOwnPropertySymbols) {\n      var sourceSymbolKeys = Object.getOwnPropertySymbols(source);\n      for (i = 0; i < sourceSymbolKeys.length; i++) {\n        key = sourceSymbolKeys[i];\n        if (excluded.indexOf(key) >= 0) continue;\n        if (!Object.prototype.propertyIsEnumerable.call(source, key)) continue;\n        target[key] = source[key];\n      }\n    }\n    return target;\n  }\n  function _slicedToArray(arr, i) {\n    return _arrayWithHoles(arr) || _iterableToArrayLimit(arr, i) || _unsupportedIterableToArray(arr, i) || _nonIterableRest();\n  }\n  function _arrayWithHoles(arr) {\n    if (Array.isArray(arr)) return arr;\n  }\n  function _unsupportedIterableToArray(o, minLen) {\n    if (!o) return;\n    if (typeof o === \"string\") return _arrayLikeToArray(o, minLen);\n    var n = Object.prototype.toString.call(o).slice(8, -1);\n    if (n === \"Object\" && o.constructor) n = o.constructor.name;\n    if (n === \"Map\" || n === \"Set\") return Array.from(o);\n    if (n === \"Arguments\" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray(o, minLen);\n  }\n  function _arrayLikeToArray(arr, len) {\n    if (len == null || len > arr.length) len = arr.length;\n    for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];\n    return arr2;\n  }\n  function _nonIterableRest() {\n    throw new TypeError(\"Invalid attempt to destructure non-iterable instance.\\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.\");\n  }\n  function _toPrimitive(input, hint) {\n    if (typeof input !== \"object\" || input === null) return input;\n    var prim = input[Symbol.toPrimitive];\n    if (prim !== undefined) {\n      var res = prim.call(input, hint || \"default\");\n      if (typeof res !== \"object\") return res;\n      throw new TypeError(\"@@toPrimitive must return a primitive value.\");\n    }\n    return (hint === \"string\" ? String : Number)(input);\n  }\n  function _toPropertyKey(arg) {\n    var key = _toPrimitive(arg, \"string\");\n    return typeof key === \"symbol\" ? key : String(key);\n  }\n\n  var _excluded$1 = [\"animationData\", \"loop\", \"autoplay\", \"initialSegment\", \"onComplete\", \"onLoopComplete\", \"onEnterFrame\", \"onSegmentStart\", \"onConfigReady\", \"onDataReady\", \"onDataFailed\", \"onLoadedImages\", \"onDOMLoaded\", \"onDestroy\", \"lottieRef\", \"renderer\", \"name\", \"assetsPath\", \"rendererSettings\"];\n  var useLottie = function useLottie(props, style) {\n    var animationData = props.animationData,\n      loop = props.loop,\n      autoplay = props.autoplay,\n      initialSegment = props.initialSegment,\n      onComplete = props.onComplete,\n      onLoopComplete = props.onLoopComplete,\n      onEnterFrame = props.onEnterFrame,\n      onSegmentStart = props.onSegmentStart,\n      onConfigReady = props.onConfigReady,\n      onDataReady = props.onDataReady,\n      onDataFailed = props.onDataFailed,\n      onLoadedImages = props.onLoadedImages,\n      onDOMLoaded = props.onDOMLoaded,\n      onDestroy = props.onDestroy;\n      props.lottieRef;\n      props.renderer;\n      props.name;\n      props.assetsPath;\n      props.rendererSettings;\n      var rest = _objectWithoutProperties(props, _excluded$1);\n    var _useState = React.useState(false),\n      _useState2 = _slicedToArray(_useState, 2),\n      animationLoaded = _useState2[0],\n      setAnimationLoaded = _useState2[1];\n    var animationInstanceRef = React.useRef();\n    var animationContainer = React.useRef(null);\n    /*\n          ======================================\n              INTERACTION METHODS\n          ======================================\n       */\n    /**\n     * Play\n     */\n    var play = function play() {\n      var _a;\n      (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.play();\n    };\n    /**\n     * Stop\n     */\n    var stop = function stop() {\n      var _a;\n      (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.stop();\n    };\n    /**\n     * Pause\n     */\n    var pause = function pause() {\n      var _a;\n      (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.pause();\n    };\n    /**\n     * Set animation speed\n     * @param speed\n     */\n    var setSpeed = function setSpeed(speed) {\n      var _a;\n      (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.setSpeed(speed);\n    };\n    /**\n     * Got to frame and play\n     * @param value\n     * @param isFrame\n     */\n    var goToAndPlay = function goToAndPlay(value, isFrame) {\n      var _a;\n      (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.goToAndPlay(value, isFrame);\n    };\n    /**\n     * Got to frame and stop\n     * @param value\n     * @param isFrame\n     */\n    var goToAndStop = function goToAndStop(value, isFrame) {\n      var _a;\n      (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.goToAndStop(value, isFrame);\n    };\n    /**\n     * Set animation direction\n     * @param direction\n     */\n    var setDirection = function setDirection(direction) {\n      var _a;\n      (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.setDirection(direction);\n    };\n    /**\n     * Play animation segments\n     * @param segments\n     * @param forceFlag\n     */\n    var playSegments = function playSegments(segments, forceFlag) {\n      var _a;\n      (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.playSegments(segments, forceFlag);\n    };\n    /**\n     * Set sub frames\n     * @param useSubFrames\n     */\n    var setSubframe = function setSubframe(useSubFrames) {\n      var _a;\n      (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.setSubframe(useSubFrames);\n    };\n    /**\n     * Get animation duration\n     * @param inFrames\n     */\n    var getDuration = function getDuration(inFrames) {\n      var _a;\n      return (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.getDuration(inFrames);\n    };\n    /**\n     * Destroy animation\n     */\n    var destroy = function destroy() {\n      var _a;\n      (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.destroy();\n      // Removing the reference to the animation so separate cleanups are skipped.\n      // Without it the internal `lottie-react` instance throws exceptions as it already cleared itself on destroy.\n      animationInstanceRef.current = undefined;\n    };\n    /*\n          ======================================\n              LOTTIE\n          ======================================\n       */\n    /**\n     * Load a new animation, and if it's the case, destroy the previous one\n     * @param {Object} forcedConfigs\n     */\n    var loadAnimation = function loadAnimation() {\n      var forcedConfigs = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};\n      var _a;\n      // Return if the container ref is null\n      if (!animationContainer.current) {\n        return;\n      }\n      // Destroy any previous instance\n      (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.destroy();\n      // Build the animation configuration\n      var config = _objectSpread2(_objectSpread2(_objectSpread2({}, props), forcedConfigs), {}, {\n        container: animationContainer.current\n      });\n      // Save the animation instance\n      animationInstanceRef.current = lottie__default[\"default\"].loadAnimation(config);\n      setAnimationLoaded(!!animationInstanceRef.current);\n      // Return a function that will clean up\n      return function () {\n        var _a;\n        (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.destroy();\n        animationInstanceRef.current = undefined;\n      };\n    };\n    /**\n     * (Re)Initialize when animation data changed\n     */\n    React.useEffect(function () {\n      var onUnmount = loadAnimation();\n      // Clean up on unmount\n      return function () {\n        return onUnmount === null || onUnmount === void 0 ? void 0 : onUnmount();\n      };\n      // eslint-disable-next-line react-hooks/exhaustive-deps\n    }, [animationData, loop]);\n    // Update the autoplay state\n    React.useEffect(function () {\n      if (!animationInstanceRef.current) {\n        return;\n      }\n      animationInstanceRef.current.autoplay = !!autoplay;\n    }, [autoplay]);\n    // Update the initial segment state\n    React.useEffect(function () {\n      if (!animationInstanceRef.current) {\n        return;\n      }\n      // When null should reset to default animation length\n      if (!initialSegment) {\n        animationInstanceRef.current.resetSegments(true);\n        return;\n      }\n      // If it's not a valid segment, do nothing\n      if (!Array.isArray(initialSegment) || !initialSegment.length) {\n        return;\n      }\n      // If the current position it's not in the new segment\n      // set the current position to start\n      if (animationInstanceRef.current.currentRawFrame < initialSegment[0] || animationInstanceRef.current.currentRawFrame > initialSegment[1]) {\n        animationInstanceRef.current.currentRawFrame = initialSegment[0];\n      }\n      // Update the segment\n      animationInstanceRef.current.setSegment(initialSegment[0], initialSegment[1]);\n    }, [initialSegment]);\n    /*\n          ======================================\n              EVENTS\n          ======================================\n       */\n    /**\n     * Reinitialize listener on change\n     */\n    React.useEffect(function () {\n      var partialListeners = [{\n        name: \"complete\",\n        handler: onComplete\n      }, {\n        name: \"loopComplete\",\n        handler: onLoopComplete\n      }, {\n        name: \"enterFrame\",\n        handler: onEnterFrame\n      }, {\n        name: \"segmentStart\",\n        handler: onSegmentStart\n      }, {\n        name: \"config_ready\",\n        handler: onConfigReady\n      }, {\n        name: \"data_ready\",\n        handler: onDataReady\n      }, {\n        name: \"data_failed\",\n        handler: onDataFailed\n      }, {\n        name: \"loaded_images\",\n        handler: onLoadedImages\n      }, {\n        name: \"DOMLoaded\",\n        handler: onDOMLoaded\n      }, {\n        name: \"destroy\",\n        handler: onDestroy\n      }];\n      var listeners = partialListeners.filter(function (listener) {\n        return listener.handler != null;\n      });\n      if (!listeners.length) {\n        return;\n      }\n      var deregisterList = listeners.map(\n      /**\n       * Handle the process of adding an event listener\n       * @param {Listener} listener\n       * @return {Function} Function that deregister the listener\n       */\n      function (listener) {\n        var _a;\n        (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.addEventListener(listener.name, listener.handler);\n        // Return a function to deregister this listener\n        return function () {\n          var _a;\n          (_a = animationInstanceRef.current) === null || _a === void 0 ? void 0 : _a.removeEventListener(listener.name, listener.handler);\n        };\n      });\n      // Deregister listeners on unmount\n      return function () {\n        deregisterList.forEach(function (deregister) {\n          return deregister();\n        });\n      };\n    }, [onComplete, onLoopComplete, onEnterFrame, onSegmentStart, onConfigReady, onDataReady, onDataFailed, onLoadedImages, onDOMLoaded, onDestroy]);\n    /**\n     * Build the animation view\n     */\n    var View = /*#__PURE__*/React__default[\"default\"].createElement(\"div\", _objectSpread2({\n      style: style,\n      ref: animationContainer\n    }, rest));\n    return {\n      View: View,\n      play: play,\n      stop: stop,\n      pause: pause,\n      setSpeed: setSpeed,\n      goToAndStop: goToAndStop,\n      goToAndPlay: goToAndPlay,\n      setDirection: setDirection,\n      playSegments: playSegments,\n      setSubframe: setSubframe,\n      getDuration: getDuration,\n      destroy: destroy,\n      animationContainerRef: animationContainer,\n      animationLoaded: animationLoaded,\n      animationItem: animationInstanceRef.current\n    };\n  };\n\n  // helpers\n  function getContainerVisibility(container) {\n    var _container$getBoundin = container.getBoundingClientRect(),\n      top = _container$getBoundin.top,\n      height = _container$getBoundin.height;\n    var current = window.innerHeight - top;\n    var max = window.innerHeight + height;\n    return current / max;\n  }\n  function getContainerCursorPosition(container, cursorX, cursorY) {\n    var _container$getBoundin2 = container.getBoundingClientRect(),\n      top = _container$getBoundin2.top,\n      left = _container$getBoundin2.left,\n      width = _container$getBoundin2.width,\n      height = _container$getBoundin2.height;\n    var x = (cursorX - left) / width;\n    var y = (cursorY - top) / height;\n    return {\n      x: x,\n      y: y\n    };\n  }\n  var useInitInteractivity = function useInitInteractivity(_ref) {\n    var wrapperRef = _ref.wrapperRef,\n      animationItem = _ref.animationItem,\n      mode = _ref.mode,\n      actions = _ref.actions;\n    React.useEffect(function () {\n      var wrapper = wrapperRef.current;\n      if (!wrapper || !animationItem || !actions.length) {\n        return;\n      }\n      animationItem.stop();\n      var scrollModeHandler = function scrollModeHandler() {\n        var assignedSegment = null;\n        var scrollHandler = function scrollHandler() {\n          var currentPercent = getContainerVisibility(wrapper);\n          // Find the first action that satisfies the current position conditions\n          var action = actions.find(function (_ref2) {\n            var visibility = _ref2.visibility;\n            return visibility && currentPercent >= visibility[0] && currentPercent <= visibility[1];\n          });\n          // Skip if no matching action was found!\n          if (!action) {\n            return;\n          }\n          if (action.type === \"seek\" && action.visibility && action.frames.length === 2) {\n            // Seek: Go to a frame based on player scroll position action\n            var frameToGo = action.frames[0] + Math.ceil((currentPercent - action.visibility[0]) / (action.visibility[1] - action.visibility[0]) * action.frames[1]);\n            //! goToAndStop must be relative to the start of the current segment\n            animationItem.goToAndStop(frameToGo - animationItem.firstFrame - 1, true);\n          }\n          if (action.type === \"loop\") {\n            // Loop: Loop a given frames\n            if (assignedSegment === null) {\n              // if not playing any segments currently. play those segments and save to state\n              animationItem.playSegments(action.frames, true);\n              assignedSegment = action.frames;\n            } else {\n              // if playing any segments currently.\n              //check if segments in state are equal to the frames selected by action\n              if (assignedSegment !== action.frames) {\n                // if they are not equal. new segments are to be loaded\n                animationItem.playSegments(action.frames, true);\n                assignedSegment = action.frames;\n              } else if (animationItem.isPaused) {\n                // if they are equal the play method must be called only if lottie is paused\n                animationItem.playSegments(action.frames, true);\n                assignedSegment = action.frames;\n              }\n            }\n          }\n          if (action.type === \"play\" && animationItem.isPaused) {\n            // Play: Reset segments and continue playing full animation from current position\n            animationItem.resetSegments(true);\n            animationItem.play();\n          }\n          if (action.type === \"stop\") {\n            // Stop: Stop playback\n            animationItem.goToAndStop(action.frames[0] - animationItem.firstFrame - 1, true);\n          }\n        };\n        document.addEventListener(\"scroll\", scrollHandler);\n        return function () {\n          document.removeEventListener(\"scroll\", scrollHandler);\n        };\n      };\n      var cursorModeHandler = function cursorModeHandler() {\n        var handleCursor = function handleCursor(_x, _y) {\n          var x = _x;\n          var y = _y;\n          // Resolve cursor position if cursor is inside container\n          if (x !== -1 && y !== -1) {\n            // Get container cursor position\n            var pos = getContainerCursorPosition(wrapper, x, y);\n            // Use the resolved position\n            x = pos.x;\n            y = pos.y;\n          }\n          // Find the first action that satisfies the current position conditions\n          var action = actions.find(function (_ref3) {\n            var position = _ref3.position;\n            if (position && Array.isArray(position.x) && Array.isArray(position.y)) {\n              return x >= position.x[0] && x <= position.x[1] && y >= position.y[0] && y <= position.y[1];\n            }\n            if (position && !Number.isNaN(position.x) && !Number.isNaN(position.y)) {\n              return x === position.x && y === position.y;\n            }\n            return false;\n          });\n          // Skip if no matching action was found!\n          if (!action) {\n            return;\n          }\n          // Process action types:\n          if (action.type === \"seek\" && action.position && Array.isArray(action.position.x) && Array.isArray(action.position.y) && action.frames.length === 2) {\n            // Seek: Go to a frame based on player scroll position action\n            var xPercent = (x - action.position.x[0]) / (action.position.x[1] - action.position.x[0]);\n            var yPercent = (y - action.position.y[0]) / (action.position.y[1] - action.position.y[0]);\n            animationItem.playSegments(action.frames, true);\n            animationItem.goToAndStop(Math.ceil((xPercent + yPercent) / 2 * (action.frames[1] - action.frames[0])), true);\n          }\n          if (action.type === \"loop\") {\n            animationItem.playSegments(action.frames, true);\n          }\n          if (action.type === \"play\") {\n            // Play: Reset segments and continue playing full animation from current position\n            if (animationItem.isPaused) {\n              animationItem.resetSegments(false);\n            }\n            animationItem.playSegments(action.frames);\n          }\n          if (action.type === \"stop\") {\n            animationItem.goToAndStop(action.frames[0], true);\n          }\n        };\n        var mouseMoveHandler = function mouseMoveHandler(ev) {\n          handleCursor(ev.clientX, ev.clientY);\n        };\n        var mouseOutHandler = function mouseOutHandler() {\n          handleCursor(-1, -1);\n        };\n        wrapper.addEventListener(\"mousemove\", mouseMoveHandler);\n        wrapper.addEventListener(\"mouseout\", mouseOutHandler);\n        return function () {\n          wrapper.removeEventListener(\"mousemove\", mouseMoveHandler);\n          wrapper.removeEventListener(\"mouseout\", mouseOutHandler);\n        };\n      };\n      switch (mode) {\n        case \"scroll\":\n          return scrollModeHandler();\n        case \"cursor\":\n          return cursorModeHandler();\n      }\n      // eslint-disable-next-line react-hooks/exhaustive-deps\n    }, [mode, animationItem]);\n  };\n  var useLottieInteractivity = function useLottieInteractivity(_ref4) {\n    var actions = _ref4.actions,\n      mode = _ref4.mode,\n      lottieObj = _ref4.lottieObj;\n    var animationItem = lottieObj.animationItem,\n      View = lottieObj.View,\n      animationContainerRef = lottieObj.animationContainerRef;\n    useInitInteractivity({\n      actions: actions,\n      animationItem: animationItem,\n      mode: mode,\n      wrapperRef: animationContainerRef\n    });\n    return View;\n  };\n\n  var _excluded = [\"style\", \"interactivity\"];\n  var Lottie = function Lottie(props) {\n    var _a, _b, _c;\n    var style = props.style,\n      interactivity = props.interactivity,\n      lottieProps = _objectWithoutProperties(props, _excluded);\n    /**\n     * Initialize the 'useLottie' hook\n     */\n    var _useLottie = useLottie(lottieProps, style),\n      View = _useLottie.View,\n      play = _useLottie.play,\n      stop = _useLottie.stop,\n      pause = _useLottie.pause,\n      setSpeed = _useLottie.setSpeed,\n      goToAndStop = _useLottie.goToAndStop,\n      goToAndPlay = _useLottie.goToAndPlay,\n      setDirection = _useLottie.setDirection,\n      playSegments = _useLottie.playSegments,\n      setSubframe = _useLottie.setSubframe,\n      getDuration = _useLottie.getDuration,\n      destroy = _useLottie.destroy,\n      animationContainerRef = _useLottie.animationContainerRef,\n      animationLoaded = _useLottie.animationLoaded,\n      animationItem = _useLottie.animationItem;\n    /**\n     * Make the hook variables/methods available through the provided 'lottieRef'\n     */\n    React.useEffect(function () {\n      if (props.lottieRef) {\n        props.lottieRef.current = {\n          play: play,\n          stop: stop,\n          pause: pause,\n          setSpeed: setSpeed,\n          goToAndPlay: goToAndPlay,\n          goToAndStop: goToAndStop,\n          setDirection: setDirection,\n          playSegments: playSegments,\n          setSubframe: setSubframe,\n          getDuration: getDuration,\n          destroy: destroy,\n          animationContainerRef: animationContainerRef,\n          animationLoaded: animationLoaded,\n          animationItem: animationItem\n        };\n      }\n      // eslint-disable-next-line react-hooks/exhaustive-deps\n    }, [(_a = props.lottieRef) === null || _a === void 0 ? void 0 : _a.current]);\n    return useLottieInteractivity({\n      lottieObj: {\n        View: View,\n        play: play,\n        stop: stop,\n        pause: pause,\n        setSpeed: setSpeed,\n        goToAndStop: goToAndStop,\n        goToAndPlay: goToAndPlay,\n        setDirection: setDirection,\n        playSegments: playSegments,\n        setSubframe: setSubframe,\n        getDuration: getDuration,\n        destroy: destroy,\n        animationContainerRef: animationContainerRef,\n        animationLoaded: animationLoaded,\n        animationItem: animationItem\n      },\n      actions: (_b = interactivity === null || interactivity === void 0 ? void 0 : interactivity.actions) !== null && _b !== void 0 ? _b : [],\n      mode: (_c = interactivity === null || interactivity === void 0 ? void 0 : interactivity.mode) !== null && _c !== void 0 ? _c : \"scroll\"\n    });\n  };\n\n  Object.defineProperty(exports, 'LottiePlayer', {\n    enumerable: true,\n    get: function () { return lottie__default[\"default\"]; }\n  });\n  exports[\"default\"] = Lottie;\n  exports.useLottie = useLottie;\n  exports.useLottieInteractivity = useLottieInteractivity;\n\n  Object.defineProperty(exports, '__esModule', { value: true });\n\n}));\n//# sourceMappingURL=index.umd.js.map\n","import styled, { css } from 'styled-components';\n\nexport const StyledLottie = styled.div<{\n\t$height?: number;\n\t$width?: number;\n}>`\n\tpointer-events: none;\n\n\tsvg {\n\t\t${(props) =>\n\t\t\tprops.$height\n\t\t\t\t? css`\n\t\t\t\t\t\theight: ${props.$height}px!important;\n\t\t\t\t  `\n\t\t\t\t: ''}\n\t\t${(props) =>\n\t\t\tprops.$width\n\t\t\t\t? css`\n\t\t\t\t\t\theight: ${props.$width}px!important;\n\t\t\t\t  `\n\t\t\t\t: ''}\n\t}\n`;\n","import React, { FC, useCallback, useEffect, useState } from 'react';\n// 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