/****************************************************************************** * Spine Runtimes Software License * Version 2.1 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable and * non-transferable license to install, execute and perform the Spine Runtimes * Software (the "Software") solely for internal use. Without the written * permission of Esoteric Software (typically granted by licensing Spine), you * may not (a) modify, translate, adapt or otherwise create derivative works, * improvements of the Software or develop new applications using the Software * or (b) remove, delete, alter or obscure any trademarks or any copyright, * trademark, patent or other intellectual property or proprietary rights * notices on or in the Software, including any copy thereof. Redistributions * in binary or source form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using System; namespace SpineRuntime21 { public class Slot { internal SlotData data; internal Bone bone; internal float r, g, b, a; internal Attachment attachment; internal float attachmentTime; internal float[] attachmentVertices = new float[0]; internal int attachmentVerticesCount; public SlotData Data { get { return data; } } public Bone Bone { get { return bone; } } public Skeleton Skeleton { get { return bone.skeleton; } } public float R { get { return r; } set { r = value; } } public float G { get { return g; } set { g = value; } } public float B { get { return b; } set { b = value; } } public float A { get { return a; } set { a = value; } } /// May be null. public Attachment Attachment { get { return attachment; } set { attachment = value; attachmentTime = bone.skeleton.time; attachmentVerticesCount = 0; } } public float AttachmentTime { get { return bone.skeleton.time - attachmentTime; } set { attachmentTime = bone.skeleton.time - value; } } public float[] AttachmentVertices { get { return attachmentVertices; } set { attachmentVertices = value; } } public int AttachmentVerticesCount { get { return attachmentVerticesCount; } set { attachmentVerticesCount = value; } } public Slot (SlotData data, Bone bone) { if (data == null) throw new ArgumentNullException("data cannot be null."); if (bone == null) throw new ArgumentNullException("bone cannot be null."); this.data = data; this.bone = bone; SetToSetupPose(); } internal void SetToSetupPose (int slotIndex) { r = data.r; g = data.g; b = data.b; a = data.a; Attachment = data.attachmentName == null ? null : bone.skeleton.GetAttachment(slotIndex, data.attachmentName); } public void SetToSetupPose () { SetToSetupPose(bone.skeleton.data.slots.IndexOf(data)); } override public String ToString () { return data.name; } } }