add spine34 & spine35
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SpineRuntimes/SpineRuntime35/SkeletonData.cs
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224
SpineRuntimes/SpineRuntime35/SkeletonData.cs
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/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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namespace SpineRuntime35 {
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/// <summary>Stores the setup pose and all of the stateless data for a skeleton.</summary>
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public class SkeletonData {
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internal string name;
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internal ExposedList<BoneData> bones = new ExposedList<BoneData>(); // Ordered parents first
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internal ExposedList<SlotData> slots = new ExposedList<SlotData>(); // Setup pose draw order.
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internal ExposedList<Skin> skins = new ExposedList<Skin>();
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internal Skin defaultSkin;
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internal ExposedList<EventData> events = new ExposedList<EventData>();
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internal ExposedList<Animation> animations = new ExposedList<Animation>();
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internal ExposedList<IkConstraintData> ikConstraints = new ExposedList<IkConstraintData>();
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internal ExposedList<TransformConstraintData> transformConstraints = new ExposedList<TransformConstraintData>();
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internal ExposedList<PathConstraintData> pathConstraints = new ExposedList<PathConstraintData>();
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internal float width, height;
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internal string version, hash;
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// Nonessential.
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internal float fps;
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internal string imagesPath;
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public string Name { get { return name; } set { name = value; } }
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/// <summary>The skeleton's bones, sorted parent first. The root bone is always the first bone.</summary>
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public ExposedList<BoneData> Bones { get { return bones; } }
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public ExposedList<SlotData> Slots { get { return slots; } }
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/// <summary>All skins, including the default skin.</summary>
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public ExposedList<Skin> Skins { get { return skins; } set { skins = value; } }
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/// <summary>
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/// The skeleton's default skin.
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/// By default this skin contains all attachments that were not in a skin in Spine.
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/// </summary>
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/// <return>May be null.</return>
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public Skin DefaultSkin { get { return defaultSkin; } set { defaultSkin = value; } }
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public ExposedList<EventData> Events { get { return events; } set { events = value; } }
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public ExposedList<Animation> Animations { get { return animations; } set { animations = value; } }
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public ExposedList<IkConstraintData> IkConstraints { get { return ikConstraints; } set { ikConstraints = value; } }
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public ExposedList<TransformConstraintData> TransformConstraints { get { return transformConstraints; } set { transformConstraints = value; } }
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public ExposedList<PathConstraintData> PathConstraints { get { return pathConstraints; } set { pathConstraints = value; } }
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public float Width { get { return width; } set { width = value; } }
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public float Height { get { return height; } set { height = value; } }
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/// <summary>The Spine version used to export this data, or null.</summary>
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public string Version { get { return version; } set { version = value; } }
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public string Hash { get { return hash; } set { hash = value; } }
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public string ImagesPath { get { return imagesPath; } set { imagesPath = value; } }
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/// <summary>
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/// The dopesheet FPS in Spine. Available only when nonessential data was exported.</summary>
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public float Fps { get { return fps; } set { fps = value; } }
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// --- Bones.
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/// <summary>
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/// Finds a bone by comparing each bone's name.
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/// It is more efficient to cache the results of this method than to call it multiple times.</summary>
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/// <returns>May be null.</returns>
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public BoneData FindBone (string boneName) {
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if (boneName == null) throw new ArgumentNullException("boneName", "boneName cannot be null.");
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var bones = this.bones;
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var bonesItems = bones.Items;
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for (int i = 0, n = bones.Count; i < n; i++) {
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BoneData bone = bonesItems[i];
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if (bone.name == boneName) return bone;
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}
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return null;
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}
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/// <returns>-1 if the bone was not found.</returns>
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public int FindBoneIndex (string boneName) {
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if (boneName == null) throw new ArgumentNullException("boneName", "boneName cannot be null.");
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var bones = this.bones;
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var bonesItems = bones.Items;
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for (int i = 0, n = bones.Count; i < n; i++)
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if (bonesItems[i].name == boneName) return i;
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return -1;
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}
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// --- Slots.
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/// <returns>May be null.</returns>
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public SlotData FindSlot (string slotName) {
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if (slotName == null) throw new ArgumentNullException("slotName", "slotName cannot be null.");
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ExposedList<SlotData> slots = this.slots;
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for (int i = 0, n = slots.Count; i < n; i++) {
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SlotData slot = slots.Items[i];
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if (slot.name == slotName) return slot;
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}
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return null;
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}
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/// <returns>-1 if the slot was not found.</returns>
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public int FindSlotIndex (string slotName) {
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if (slotName == null) throw new ArgumentNullException("slotName", "slotName cannot be null.");
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ExposedList<SlotData> slots = this.slots;
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for (int i = 0, n = slots.Count; i < n; i++)
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if (slots.Items[i].name == slotName) return i;
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return -1;
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}
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// --- Skins.
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/// <returns>May be null.</returns>
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public Skin FindSkin (string skinName) {
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if (skinName == null) throw new ArgumentNullException("skinName", "skinName cannot be null.");
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foreach (Skin skin in skins)
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if (skin.name == skinName) return skin;
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return null;
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}
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// --- Events.
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/// <returns>May be null.</returns>
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public EventData FindEvent (string eventDataName) {
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if (eventDataName == null) throw new ArgumentNullException("eventDataName", "eventDataName cannot be null.");
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foreach (EventData eventData in events)
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if (eventData.name == eventDataName) return eventData;
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return null;
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}
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// --- Animations.
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/// <returns>May be null.</returns>
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public Animation FindAnimation (string animationName) {
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if (animationName == null) throw new ArgumentNullException("animationName", "animationName cannot be null.");
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ExposedList<Animation> animations = this.animations;
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for (int i = 0, n = animations.Count; i < n; i++) {
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Animation animation = animations.Items[i];
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if (animation.name == animationName) return animation;
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}
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return null;
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}
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// --- IK constraints.
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/// <returns>May be null.</returns>
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public IkConstraintData FindIkConstraint (string constraintName) {
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if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null.");
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ExposedList<IkConstraintData> ikConstraints = this.ikConstraints;
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for (int i = 0, n = ikConstraints.Count; i < n; i++) {
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IkConstraintData ikConstraint = ikConstraints.Items[i];
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if (ikConstraint.name == constraintName) return ikConstraint;
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}
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return null;
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}
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// --- Transform constraints.
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/// <returns>May be null.</returns>
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public TransformConstraintData FindTransformConstraint (string constraintName) {
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if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null.");
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ExposedList<TransformConstraintData> transformConstraints = this.transformConstraints;
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for (int i = 0, n = transformConstraints.Count; i < n; i++) {
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TransformConstraintData transformConstraint = transformConstraints.Items[i];
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if (transformConstraint.name == constraintName) return transformConstraint;
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}
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return null;
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}
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// --- Path constraints.
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/// <returns>May be null.</returns>
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public PathConstraintData FindPathConstraint (string constraintName) {
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if (constraintName == null) throw new ArgumentNullException("constraintName", "constraintName cannot be null.");
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ExposedList<PathConstraintData> pathConstraints = this.pathConstraints;
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for (int i = 0, n = pathConstraints.Count; i < n; i++) {
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PathConstraintData constraint = pathConstraints.Items[i];
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if (constraint.name.Equals(constraintName)) return constraint;
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}
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return null;
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}
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/// <returns>-1 if the path constraint was not found.</returns>
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public int FindPathConstraintIndex (string pathConstraintName) {
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if (pathConstraintName == null) throw new ArgumentNullException("pathConstraintName", "pathConstraintName cannot be null.");
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ExposedList<PathConstraintData> pathConstraints = this.pathConstraints;
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for (int i = 0, n = pathConstraints.Count; i < n; i++)
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if (pathConstraints.Items[i].name.Equals(pathConstraintName)) return i;
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return -1;
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}
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// ---
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override public string ToString () {
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return name ?? base.ToString();
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}
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}
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}
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