Files
SpineViewer/SpineRuntimes/SpineRuntime21/Slot.cs
2025-03-05 16:07:40 +08:00

100 lines
3.7 KiB
C#

/******************************************************************************
* 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; } }
/// <summary>May be null.</summary>
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;
}
}
}