增加spine3.7
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SpineRuntimes/SpineRuntime37/Slot.cs
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181
SpineRuntimes/SpineRuntime37/Slot.cs
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated May 1, 2019. Replaces all prior versions.
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*
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* Copyright (c) 2013-2019, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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namespace SpineRuntime37 {
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/// <summary>
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/// Stores a slot's current pose. Slots organize attachments for {@link Skeleton#drawOrder} purposes and provide a place to store
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/// state for an attachment.State cannot be stored in an attachment itself because attachments are stateless and may be shared
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/// across multiple skeletons.
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/// </summary>
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public class Slot {
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internal SlotData data;
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internal Bone bone;
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internal float r, g, b, a;
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internal float r2, g2, b2;
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internal bool hasSecondColor;
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internal Attachment attachment;
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internal float attachmentTime;
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internal ExposedList<float> attachmentVertices = new ExposedList<float>();
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public Slot (SlotData data, Bone bone) {
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if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
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if (bone == null) throw new ArgumentNullException("bone", "bone cannot be null.");
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this.data = data;
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this.bone = bone;
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// darkColor = data.darkColor == null ? null : new Color();
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if (data.hasSecondColor) {
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r2 = g2 = b2 = 0;
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}
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SetToSetupPose();
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}
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/// <summary>Copy constructor.</summary>
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public Slot(Slot slot, Bone bone) {
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if (slot == null) throw new ArgumentNullException("slot", "slot cannot be null.");
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if (bone == null) throw new ArgumentNullException("bone", "bone cannot be null.");
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data = slot.data;
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this.bone = bone;
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r = slot.r;
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g = slot.g;
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b = slot.b;
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a = slot.a;
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// darkColor = slot.darkColor == null ? null : new Color(slot.darkColor);
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if (slot.hasSecondColor) {
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r2 = slot.r2;
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g2 = slot.g2;
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b2 = slot.b2;
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} else {
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r2 = g2 = b2 = 0;
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}
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hasSecondColor = slot.hasSecondColor;
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attachment = slot.attachment;
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attachmentTime = slot.attachmentTime;
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}
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/// <summary>The slot's setup pose data.</summary>
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public SlotData Data { get { return data; } }
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/// <summary>The bone this slot belongs to.</summary>
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public Bone Bone { get { return bone; } }
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/// <summary>The skeleton this slot belongs to.</summary>
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public Skeleton Skeleton { get { return bone.skeleton; } }
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/// <summary>The color used to tint the slot's attachment. If <see cref="HasSecondColor"/> is set, this is used as the light color for two
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/// color tinting.</summary>
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public float R { get { return r; } set { r = value; } }
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/// <summary>The color used to tint the slot's attachment. If <see cref="HasSecondColor"/> is set, this is used as the light color for two
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/// color tinting.</summary>
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public float G { get { return g; } set { g = value; } }
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/// <summary>The color used to tint the slot's attachment. If <see cref="HasSecondColor"/> is set, this is used as the light color for two
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/// color tinting.</summary>
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public float B { get { return b; } set { b = value; } }
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/// <summary>The color used to tint the slot's attachment. If <see cref="HasSecondColor"/> is set, this is used as the light color for two
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/// color tinting.</summary>
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public float A { get { return a; } set { a = value; } }
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/// <summary>The dark color used to tint the slot's attachment for two color tinting, ignored if two color tinting is not used.</summary>
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/// <seealso cref="HasSecondColor"/>
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public float R2 { get { return r2; } set { r2 = value; } }
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/// <summary>The dark color used to tint the slot's attachment for two color tinting, ignored if two color tinting is not used.</summary>
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/// <seealso cref="HasSecondColor"/>
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public float G2 { get { return g2; } set { g2 = value; } }
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/// <summary>The dark color used to tint the slot's attachment for two color tinting, ignored if two color tinting is not used.</summary>
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/// <seealso cref="HasSecondColor"/>
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public float B2 { get { return b2; } set { b2 = value; } }
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/// <summary>Whether R2 G2 B2 are used to tint the slot's attachment for two color tinting. False if two color tinting is not used.</summary>
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public bool HasSecondColor { get { return data.hasSecondColor; } set { data.hasSecondColor = value; } }
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public Attachment Attachment {
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/// <summary>The current attachment for the slot, or null if the slot has no attachment.</summary>
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get { return attachment; }
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/// <summary>
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/// Sets the slot's attachment and, if the attachment changed, resets <see cref="AttachmentTime"/> and clears
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/// <see cref="AttachmentVertices">.</summary>
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/// <param name="value">May be null.</param>
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set {
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if (attachment == value) return;
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attachment = value;
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attachmentTime = bone.skeleton.time;
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attachmentVertices.Clear(false);
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}
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}
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/// <summary> The time that has elapsed since the last time the attachment was set or cleared. Relies on Skeleton
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/// <see cref="Skeleton.Time"/></summary>
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public float AttachmentTime {
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get { return bone.skeleton.time - attachmentTime; }
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set { attachmentTime = bone.skeleton.time - value; }
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}
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/// <summary> Vertices to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each vertex. For a
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/// weighted mesh, the entries are an offset for each vertex which will be added to the mesh's local vertex positions.
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/// <para />
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/// See <see cref="VertexAttachment.ComputeWorldVertices(Slot, int, int, float[], int, int)"/> and <see cref="DeformTimeline"/>.</summary>
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public ExposedList<float> AttachmentVertices {
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get {
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return attachmentVertices;
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}
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set {
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if (attachmentVertices == null) throw new ArgumentNullException("attachmentVertices", "attachmentVertices cannot be null.");
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attachmentVertices = value;
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}
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}
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/// <summary>Sets this slot to the setup pose.</summary>
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public void SetToSetupPose () {
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r = data.r;
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g = data.g;
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b = data.b;
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a = data.a;
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// if (darkColor != null) darkColor.set(data.darkColor);
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if (HasSecondColor) {
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r2 = data.r2;
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g2 = data.g2;
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b2 = data.b2;
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}
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if (data.attachmentName == null)
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Attachment = null;
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else {
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attachment = null;
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Attachment = bone.skeleton.GetAttachment(data.index, data.attachmentName);
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}
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}
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override public string ToString () {
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return data.name;
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}
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}
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}
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