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