增加spine4.2
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SpineRuntimes/SpineRuntime42/Slot.cs
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204
SpineRuntimes/SpineRuntime42/Slot.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 SpineRuntime42 {
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/// <summary>
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/// Stores a slot's current pose. Slots organize attachments for <see cref="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 int sequenceIndex;
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internal ExposedList<float> deform = new ExposedList<float>();
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internal int attachmentState;
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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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sequenceIndex = slot.sequenceIndex;
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deform.AddRange(slot.deform);
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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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public void ClampColor () {
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r = MathUtils.Clamp(r, 0, 1);
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g = MathUtils.Clamp(g, 0, 1);
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b = MathUtils.Clamp(b, 0, 1);
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a = MathUtils.Clamp(a, 0, 1);
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}
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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 void ClampSecondColor () {
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r2 = MathUtils.Clamp(r2, 0, 1);
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g2 = MathUtils.Clamp(g2, 0, 1);
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b2 = MathUtils.Clamp(b2, 0, 1);
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}
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/// <summary>
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/// The current attachment for the slot, or null if the slot has no attachment.
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/// If the attachment is changed, resets <see cref="SequenceIndex"/> and clears the <see cref="Deform"/>.
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/// The deform is not cleared if the old attachment has the same <see cref="VertexAttachment.TimelineAttachment"/> as the
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/// specified attachment.</summary>
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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="SequenceIndex"/> and clears the <see cref="Deform"/>.
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/// The deform is not cleared if the old attachment has the same <see cref="VertexAttachment.TimelineAttachment"/> as the
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/// specified attachment.</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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if (!(value is VertexAttachment) || !(this.attachment is VertexAttachment)
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|| ((VertexAttachment)value).TimelineAttachment != ((VertexAttachment)this.attachment).TimelineAttachment) {
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deform.Clear();
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}
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this.attachment = value;
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sequenceIndex = -1;
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}
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}
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/// <summary>
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/// The index of the texture region to display when the slot's attachment has a <see cref="Sequence"/>. -1 represents the
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/// <see cref="Sequence.SetupIndex"/>.
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/// </summary>
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public int SequenceIndex { get { return sequenceIndex; } set { sequenceIndex = value; } }
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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> Deform {
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get {
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return deform;
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}
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set {
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if (deform == null) throw new ArgumentNullException("deform", "deform cannot be null.");
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deform = 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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