重构并增加HitTest
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148
Spine/Implementations/V35/SpineObjectData35.cs
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148
Spine/Implementations/V35/SpineObjectData35.cs
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using System;
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using System.Collections.Generic;
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using System.Collections.Frozen;
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using System.Collections.Immutable;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using Spine.Utils;
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using SpineRuntime35;
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using Spine.Implementations.V35.Attachments;
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using Spine.Interfaces;
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using Spine.Interfaces.Attachments;
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namespace Spine.Implementations.V35
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{
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[SpineImplementation(3, 5)]
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internal sealed class SpineObjectData35 : SpineObjectData
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{
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private readonly Atlas _atlas;
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private readonly SkeletonData _skeletonData;
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private readonly AnimationStateData _animationStateData;
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private readonly ImmutableArray<ISkin> _skins;
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private readonly FrozenDictionary<string, ISkin> _skinsByName;
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private readonly FrozenDictionary<string, FrozenDictionary<string, IAttachment>> _slotAttachments;
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private readonly ImmutableArray<IAnimation> _animations;
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private readonly FrozenDictionary<string, IAnimation> _animationsByName;
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public SpineObjectData35(string skelPath, string atlasPath, TextureLoader textureLoader)
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: base(skelPath, atlasPath, textureLoader)
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{
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// 加载 atlas
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try
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{
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_atlas = new Atlas(atlasPath, textureLoader);
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}
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catch (Exception ex)
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{
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_logger.Trace(ex.ToString());
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throw new InvalidDataException($"Failed to load atlas '{atlasPath}'");
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}
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try
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{
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if (Utf8Validator.IsUtf8(skelPath))
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{
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try
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{
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_skeletonData = new SkeletonJson(_atlas).ReadSkeletonData(skelPath);
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}
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catch (Exception ex)
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{
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_logger.Trace(ex.ToString());
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_skeletonData = new SkeletonBinary(_atlas).ReadSkeletonData(skelPath);
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}
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}
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else
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{
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try
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{
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_skeletonData = new SkeletonBinary(_atlas).ReadSkeletonData(skelPath);
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}
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catch (Exception ex)
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{
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_logger.Trace(ex.ToString());
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_skeletonData = new SkeletonJson(_atlas).ReadSkeletonData(skelPath);
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}
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}
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}
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catch (Exception ex)
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{
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_atlas.Dispose();
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_logger.Trace(ex.ToString());
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throw new InvalidDataException($"Failed to load skeleton file {skelPath}");
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}
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// 加载动画数据
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_animationStateData = new AnimationStateData(_skeletonData);
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// 整理皮肤和附件
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Dictionary<string, Dictionary<string, IAttachment>> slotAttachments = [];
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List<ISkin> skins = [];
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Dictionary<string, ISkin> skinsByName = [];
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foreach (var s in _skeletonData.Skins)
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{
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var skin = new Skin35(s);
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skins.Add(skin);
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skinsByName[s.Name] = skin;
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foreach (var (k, att) in s.Attachments)
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{
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var slotName = _skeletonData.Slots.Items[k.slotIndex].Name;
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if (!slotAttachments.TryGetValue(slotName, out var attachments))
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slotAttachments[slotName] = attachments = [];
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attachments[att.Name] = att switch
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{
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RegionAttachment regionAtt => new RegionAttachment35(regionAtt),
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MeshAttachment meshAtt => new MeshAttachment35(meshAtt),
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ClippingAttachment clipAtt => new ClippingAttachment35(clipAtt),
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BoundingBoxAttachment bbAtt => new BoundingBoxAttachment35(bbAtt),
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PathAttachment pathAtt => new PathAttachment35(pathAtt),
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PointAttachment ptAtt => new PointAttachment35(ptAtt),
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_ => throw new InvalidOperationException($"Unrecognized attachment type {att.GetType().FullName}")
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};
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}
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}
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_slotAttachments = slotAttachments.ToFrozenDictionary(it => it.Key, it => it.Value.ToFrozenDictionary());
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_skins = skins.ToImmutableArray();
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_skinsByName = skinsByName.ToFrozenDictionary();
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// 整理所有动画数据
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List<IAnimation> animations = [];
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Dictionary<string, IAnimation> animationsByName = [];
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foreach (var a in _skeletonData.Animations)
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{
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var anime = new Animation35(a);
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animations.Add(anime);
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animationsByName[anime.Name] = anime;
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}
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_animations = animations.ToImmutableArray();
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_animationsByName = animationsByName.ToFrozenDictionary();
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}
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public override string SkeletonVersion => _skeletonData.Version;
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public override ImmutableArray<ISkin> Skins => _skins;
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public override FrozenDictionary<string, ISkin> SkinsByName => _skinsByName;
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public override FrozenDictionary<string, FrozenDictionary<string, IAttachment>> SlotAttachments => _slotAttachments;
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public override float DefaultMix { get => _animationStateData.DefaultMix; set => _animationStateData.DefaultMix = value; }
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public override ImmutableArray<IAnimation> Animations => _animations;
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public override FrozenDictionary<string, IAnimation> AnimationsByName => _animationsByName;
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protected override void DisposeAtlas() => _atlas.Dispose();
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public override ISkeleton CreateSkeleton() => new Skeleton35(new(_skeletonData), this);
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public override IAnimationState CreateAnimationState() => new AnimationState35(new(_animationStateData), this);
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public override ISkeletonClipping CreateSkeletonClipping() => new SkeletonClipping35();
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public override ISkin CreateSkin(string name) => new Skin35(name);
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}
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}
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