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