Files
SpineViewer/Spine/Implementations/SpineWrappers/V41/Skeleton41.cs
2025-05-27 15:55:10 +08:00

107 lines
3.9 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Collections.Frozen;
using System.Collections.Immutable;
using Spine.SpineWrappers;
using SpineRuntime41;
namespace Spine.Implementations.SpineWrappers.V41
{
internal sealed class Skeleton41 : ISkeleton
{
private readonly Skeleton _o;
private readonly SpineObjectData41 _data;
private readonly ImmutableArray<IBone> _bones;
private readonly FrozenDictionary<string, IBone> _bonesByName;
private readonly ImmutableArray<ISlot> _slots;
private readonly FrozenDictionary<string, ISlot> _slotsByName;
private Skin41? _skin;
public Skeleton41(Skeleton innerObject, SpineObjectData41 data)
{
_o = innerObject;
_data = data;
List<Bone41> bones = [];
Dictionary<string, IBone> bonesByName = [];
foreach (var b in _o.Bones)
{
var bone = new Bone41(b, b.Parent is null ? null : bones[b.Parent.Data.Index]);
bones.Add(bone);
bonesByName[bone.Name] = bone;
}
_bones = bones.Cast<IBone>().ToImmutableArray();
_bonesByName = bonesByName.ToFrozenDictionary();
List<Slot41> slots = [];
Dictionary<string, ISlot> slotsByName = [];
foreach (var s in _o.Slots)
{
var slot = new Slot41(s, _data, bones[s.Bone.Data.Index]);
slots.Add(slot);
slotsByName[slot.Name] = slot;
}
_slots = slots.Cast<ISlot>().ToImmutableArray();
_slotsByName = slotsByName.ToFrozenDictionary();
}
public Skeleton InnerObject => _o;
public float R { get => _o.R; set => _o.R = value; }
public float G { get => _o.G; set => _o.G = value; }
public float B { get => _o.B; set => _o.B = value; }
public float A { get => _o.A; set => _o.A = value; }
public float X { get => _o.X; set => _o.X = value; }
public float Y { get => _o.Y; set => _o.Y = value; }
public float ScaleX { get => _o.ScaleX; set => _o.ScaleX = value; }
public float ScaleY { get => _o.ScaleY; set => _o.ScaleY = value; }
public ImmutableArray<IBone> Bones => _bones;
public FrozenDictionary<string, IBone> BonesByName => _bonesByName;
public ImmutableArray<ISlot> Slots => _slots;
public FrozenDictionary<string, ISlot> SlotsByName => _slotsByName;
public ISkin? Skin
{
get => _skin;
set
{
if (value is null)
{
_o.Skin = null;
_skin = null;
return;
}
if (value is Skin41 sk)
{
_o.Skin = sk.InnerObject;
_skin = sk;
return;
}
throw new ArgumentException($"Received {value.GetType().Name}", nameof(value));
}
}
public IEnumerable<ISlot> IterDrawOrder() => _o.DrawOrder.Select(s => _slots[s.Data.Index]);
public void UpdateCache() => _o.UpdateCache();
public void UpdateWorldTransform(ISkeleton.Physics physics) => _o.UpdateWorldTransform();
public void SetToSetupPose() => _o.SetToSetupPose();
public void SetBonesToSetupPose() => _o.SetBonesToSetupPose();
public void SetSlotsToSetupPose() => _o.SetSlotsToSetupPose();
public void Update(float delta) { } // 4.1 没有 Update 方法
public void GetBounds(out float x, out float y, out float w, out float h)
{
float[] _ = [];
_o.GetBounds(out x, out y, out w, out h, ref _);
}
public override string ToString() => _o.ToString();
}
}