增加spine4.1
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SpineRuntimes/SpineRuntime41/SlotData.cs
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77
SpineRuntimes/SpineRuntime41/SlotData.cs
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, 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 or
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* 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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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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namespace SpineRuntime41 {
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public class SlotData {
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internal int index;
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internal string name;
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internal BoneData boneData;
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internal float r = 1, g = 1, b = 1, a = 1;
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internal float r2 = 0, g2 = 0, b2 = 0;
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internal bool hasSecondColor = false;
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internal string attachmentName;
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internal BlendMode blendMode;
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/// <summary>The index of the slot in <see cref="Skeleton.Slots"/>.</summary>
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public int Index { get { return index; } }
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/// <summary>The name of the slot, which is unique across all slots in the skeleton.</summary>
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public string Name { get { return name; } }
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/// <summary>The bone this slot belongs to.</summary>
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public BoneData BoneData { get { return boneData; } }
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public float R { get { return r; } set { r = value; } }
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public float G { get { return g; } set { g = value; } }
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public float B { get { return b; } set { b = value; } }
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public float A { get { return a; } set { a = value; } }
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public float R2 { get { return r2; } set { r2 = value; } }
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public float G2 { get { return g2; } set { g2 = value; } }
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public float B2 { get { return b2; } set { b2 = value; } }
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public bool HasSecondColor { get { return hasSecondColor; } set { hasSecondColor = value; } }
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/// <summary>The name of the attachment that is visible for this slot in the setup pose, or null if no attachment is visible.</summary>
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public String AttachmentName { get { return attachmentName; } set { attachmentName = value; } }
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/// <summary>The blend mode for drawing the slot's attachment.</summary>
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public BlendMode BlendMode { get { return blendMode; } set { blendMode = value; } }
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public SlotData (int index, String name, BoneData boneData) {
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if (index < 0) throw new ArgumentException("index must be >= 0.", "index");
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if (name == null) throw new ArgumentNullException("name", "name cannot be null.");
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if (boneData == null) throw new ArgumentNullException("boneData", "boneData cannot be null.");
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this.index = index;
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this.name = name;
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this.boneData = boneData;
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}
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override public string ToString () {
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return name;
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}
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}
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}
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