/****************************************************************************** * 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; using System.Collections.Generic; namespace SpineRuntime21 { public class SkeletonData { internal String name; internal List bones = new List(); internal List slots = new List(); internal List skins = new List(); internal Skin defaultSkin; internal List events = new List(); internal List animations = new List(); internal List ikConstraints = new List(); internal float width, height; internal String version, hash, imagesPath; public String Name { get { return name; } set { name = value; } } public List Bones { get { return bones; } } // Ordered parents first. public List Slots { get { return slots; } } // Setup pose draw order. public List Skins { get { return skins; } set { skins = value; } } /// May be null. public Skin DefaultSkin { get { return defaultSkin; } set { defaultSkin = value; } } public List Events { get { return events; } set { events = value; } } public List Animations { get { return animations; } set { animations = value; } } public List IkConstraints { get { return ikConstraints; } set { ikConstraints = value; } } public float Width { get { return width; } set { width = value; } } public float Height { get { return height; } set { height = value; } } /// The Spine version used to export this data. public String Version { get { return version; } set { version = value; } } public String Hash { get { return hash; } set { hash = value; } } // --- Bones. /// May be null. public BoneData FindBone (String boneName) { if (boneName == null) throw new ArgumentNullException("boneName cannot be null."); List bones = this.bones; for (int i = 0, n = bones.Count; i < n; i++) { BoneData bone = bones[i]; if (bone.name == boneName) return bone; } return null; } /// -1 if the bone was not found. public int FindBoneIndex (String boneName) { if (boneName == null) throw new ArgumentNullException("boneName cannot be null."); List bones = this.bones; for (int i = 0, n = bones.Count; i < n; i++) if (bones[i].name == boneName) return i; return -1; } // --- Slots. /// May be null. public SlotData FindSlot (String slotName) { if (slotName == null) throw new ArgumentNullException("slotName cannot be null."); List slots = this.slots; for (int i = 0, n = slots.Count; i < n; i++) { SlotData slot = slots[i]; if (slot.name == slotName) return slot; } return null; } /// -1 if the bone was not found. public int FindSlotIndex (String slotName) { if (slotName == null) throw new ArgumentNullException("slotName cannot be null."); List slots = this.slots; for (int i = 0, n = slots.Count; i < n; i++) if (slots[i].name == slotName) return i; return -1; } // --- Skins. /// May be null. public Skin FindSkin (String skinName) { if (skinName == null) throw new ArgumentNullException("skinName cannot be null."); foreach (Skin skin in skins) if (skin.name == skinName) return skin; return null; } // --- Events. /// May be null. public EventData FindEvent (String eventDataName) { if (eventDataName == null) throw new ArgumentNullException("eventDataName cannot be null."); foreach (EventData eventData in events) if (eventData.name == eventDataName) return eventData; return null; } // --- Animations. /// May be null. public Animation FindAnimation (String animationName) { if (animationName == null) throw new ArgumentNullException("animationName cannot be null."); List animations = this.animations; for (int i = 0, n = animations.Count; i < n; i++) { Animation animation = animations[i]; if (animation.name == animationName) return animation; } return null; } // --- IK constraints. /// May be null. public IkConstraintData FindIkConstraint (String ikConstraintName) { if (ikConstraintName == null) throw new ArgumentNullException("ikConstraintName cannot be null."); List ikConstraints = this.ikConstraints; for (int i = 0, n = ikConstraints.Count; i < n; i++) { IkConstraintData ikConstraint = ikConstraints[i]; if (ikConstraint.name == ikConstraintName) return ikConstraint; } return null; } // --- override public String ToString () { return name ?? base.ToString(); } } }