Files
SpineViewer/SpineRuntimes/SpineRuntime37/Slot.cs
2025-03-04 19:29:42 +08:00

182 lines
7.6 KiB
C#

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated May 1, 2019. Replaces all prior versions.
*
* Copyright (c) 2013-2019, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "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 SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
namespace SpineRuntime37 {
/// <summary>
/// Stores a slot's current pose. Slots organize attachments for {@link Skeleton#drawOrder} purposes and provide a place to store
/// state for an attachment.State cannot be stored in an attachment itself because attachments are stateless and may be shared
/// across multiple skeletons.
/// </summary>
public class Slot {
internal SlotData data;
internal Bone bone;
internal float r, g, b, a;
internal float r2, g2, b2;
internal bool hasSecondColor;
internal Attachment attachment;
internal float attachmentTime;
internal ExposedList<float> attachmentVertices = new ExposedList<float>();
public Slot (SlotData data, Bone bone) {
if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
if (bone == null) throw new ArgumentNullException("bone", "bone cannot be null.");
this.data = data;
this.bone = bone;
// darkColor = data.darkColor == null ? null : new Color();
if (data.hasSecondColor) {
r2 = g2 = b2 = 0;
}
SetToSetupPose();
}
/// <summary>Copy constructor.</summary>
public Slot(Slot slot, Bone bone) {
if (slot == null) throw new ArgumentNullException("slot", "slot cannot be null.");
if (bone == null) throw new ArgumentNullException("bone", "bone cannot be null.");
data = slot.data;
this.bone = bone;
r = slot.r;
g = slot.g;
b = slot.b;
a = slot.a;
// darkColor = slot.darkColor == null ? null : new Color(slot.darkColor);
if (slot.hasSecondColor) {
r2 = slot.r2;
g2 = slot.g2;
b2 = slot.b2;
} else {
r2 = g2 = b2 = 0;
}
hasSecondColor = slot.hasSecondColor;
attachment = slot.attachment;
attachmentTime = slot.attachmentTime;
}
/// <summary>The slot's setup pose data.</summary>
public SlotData Data { get { return data; } }
/// <summary>The bone this slot belongs to.</summary>
public Bone Bone { get { return bone; } }
/// <summary>The skeleton this slot belongs to.</summary>
public Skeleton Skeleton { get { return bone.skeleton; } }
/// <summary>The color used to tint the slot's attachment. If <see cref="HasSecondColor"/> is set, this is used as the light color for two
/// color tinting.</summary>
public float R { get { return r; } set { r = value; } }
/// <summary>The color used to tint the slot's attachment. If <see cref="HasSecondColor"/> is set, this is used as the light color for two
/// color tinting.</summary>
public float G { get { return g; } set { g = value; } }
/// <summary>The color used to tint the slot's attachment. If <see cref="HasSecondColor"/> is set, this is used as the light color for two
/// color tinting.</summary>
public float B { get { return b; } set { b = value; } }
/// <summary>The color used to tint the slot's attachment. If <see cref="HasSecondColor"/> is set, this is used as the light color for two
/// color tinting.</summary>
public float A { get { return a; } set { a = value; } }
/// <summary>The dark color used to tint the slot's attachment for two color tinting, ignored if two color tinting is not used.</summary>
/// <seealso cref="HasSecondColor"/>
public float R2 { get { return r2; } set { r2 = value; } }
/// <summary>The dark color used to tint the slot's attachment for two color tinting, ignored if two color tinting is not used.</summary>
/// <seealso cref="HasSecondColor"/>
public float G2 { get { return g2; } set { g2 = value; } }
/// <summary>The dark color used to tint the slot's attachment for two color tinting, ignored if two color tinting is not used.</summary>
/// <seealso cref="HasSecondColor"/>
public float B2 { get { return b2; } set { b2 = value; } }
/// <summary>Whether R2 G2 B2 are used to tint the slot's attachment for two color tinting. False if two color tinting is not used.</summary>
public bool HasSecondColor { get { return data.hasSecondColor; } set { data.hasSecondColor = value; } }
public Attachment Attachment {
/// <summary>The current attachment for the slot, or null if the slot has no attachment.</summary>
get { return attachment; }
/// <summary>
/// Sets the slot's attachment and, if the attachment changed, resets <see cref="AttachmentTime"/> and clears
/// <see cref="AttachmentVertices">.</summary>
/// <param name="value">May be null.</param>
set {
if (attachment == value) return;
attachment = value;
attachmentTime = bone.skeleton.time;
attachmentVertices.Clear(false);
}
}
/// <summary> The time that has elapsed since the last time the attachment was set or cleared. Relies on Skeleton
/// <see cref="Skeleton.Time"/></summary>
public float AttachmentTime {
get { return bone.skeleton.time - attachmentTime; }
set { attachmentTime = bone.skeleton.time - value; }
}
/// <summary> Vertices to deform the slot's attachment. For an unweighted mesh, the entries are local positions for each vertex. For a
/// weighted mesh, the entries are an offset for each vertex which will be added to the mesh's local vertex positions.
/// <para />
/// See <see cref="VertexAttachment.ComputeWorldVertices(Slot, int, int, float[], int, int)"/> and <see cref="DeformTimeline"/>.</summary>
public ExposedList<float> AttachmentVertices {
get {
return attachmentVertices;
}
set {
if (attachmentVertices == null) throw new ArgumentNullException("attachmentVertices", "attachmentVertices cannot be null.");
attachmentVertices = value;
}
}
/// <summary>Sets this slot to the setup pose.</summary>
public void SetToSetupPose () {
r = data.r;
g = data.g;
b = data.b;
a = data.a;
// if (darkColor != null) darkColor.set(data.darkColor);
if (HasSecondColor) {
r2 = data.r2;
g2 = data.g2;
b2 = data.b2;
}
if (data.attachmentName == null)
Attachment = null;
else {
attachment = null;
Attachment = bone.skeleton.GetAttachment(data.index, data.attachmentName);
}
}
override public string ToString () {
return data.name;
}
}
}