mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 09:16:01 +08:00
[csharp] Port of commits 7249fd6, 30a1a9b, 634887f: Binary format, added a string table. csharp: Moved separate functions to SkeletonInput class for unification with reference impl.
This commit is contained in:
parent
5193613445
commit
217ebe8888
@ -62,7 +62,6 @@ namespace Spine {
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public float Scale { get; set; }
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private AttachmentLoader attachmentLoader;
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private byte[] buffer = new byte[32];
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private List<SkeletonJson.LinkedMesh> linkedMeshes = new List<SkeletonJson.LinkedMesh>();
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public SkeletonBinary (params Atlas[] atlasArray)
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@ -111,92 +110,84 @@ namespace Spine {
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};
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/// <summary>Returns the version string of binary skeleton data.</summary>
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public static string GetVersionString (Stream input) {
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if (input == null) throw new ArgumentNullException("input");
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public static string GetVersionString (Stream file) {
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if (file == null) throw new ArgumentNullException("file");
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try {
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// Hash.
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int byteCount = ReadVarint(input, true);
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if (byteCount > 1) input.Position += byteCount - 1;
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// Version.
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byteCount = ReadVarint(input, true);
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if (byteCount > 1) {
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byteCount--;
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var buffer = new byte[byteCount];
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ReadFully(input, buffer, 0, byteCount);
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return System.Text.Encoding.UTF8.GetString(buffer, 0, byteCount);
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}
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throw new ArgumentException("Stream does not contain a valid binary Skeleton Data.", "input");
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} catch (Exception e) {
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throw new ArgumentException("Stream does not contain a valid binary Skeleton Data.\n" + e, "input");
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}
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SkeletonInput input = new SkeletonInput(file);
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return input.GetVersionString();
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}
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public SkeletonData ReadSkeletonData (Stream input) {
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if (input == null) throw new ArgumentNullException("input");
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public SkeletonData ReadSkeletonData (Stream file) {
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if (file == null) throw new ArgumentNullException("file");
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float scale = Scale;
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var skeletonData = new SkeletonData();
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skeletonData.hash = ReadString(input);
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if (skeletonData.hash.Length == 0) skeletonData.hash = null;
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skeletonData.version = ReadString(input);
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if (skeletonData.version.Length == 0) skeletonData.version = null;
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skeletonData.x = ReadFloat(input);
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skeletonData.y = ReadFloat(input);
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skeletonData.width = ReadFloat(input);
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skeletonData.height = ReadFloat(input);
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SkeletonInput input = new SkeletonInput(file);
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bool nonessential = ReadBoolean(input);
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skeletonData.hash = input.ReadString();
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if (skeletonData.hash.Length == 0) skeletonData.hash = null;
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skeletonData.version = input.ReadString();
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if (skeletonData.version.Length == 0) skeletonData.version = null;
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skeletonData.x = input.ReadFloat();
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skeletonData.y = input.ReadFloat();
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skeletonData.width = input.ReadFloat();
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skeletonData.height = input.ReadFloat();
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bool nonessential = input.ReadBoolean();
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if (nonessential) {
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skeletonData.fps = ReadFloat(input);
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skeletonData.fps = input.ReadFloat();
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skeletonData.imagesPath = ReadString(input);
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skeletonData.imagesPath = input.ReadString();
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if (string.IsNullOrEmpty(skeletonData.imagesPath)) skeletonData.imagesPath = null;
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skeletonData.audioPath = ReadString(input);
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skeletonData.audioPath = input.ReadString();
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if (string.IsNullOrEmpty(skeletonData.audioPath)) skeletonData.audioPath = null;
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}
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int n;
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Object[] o;
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// Strings.
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input.strings = new ExposedList<string>(n = input.ReadInt(true));
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o = input.strings.Resize(n).Items;
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for (int i = 0; i < n; i++)
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o[i] = input.ReadString();
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// Bones.
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o = skeletonData.bones.Resize(n = ReadVarint(input, true)).Items;
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o = skeletonData.bones.Resize(n = input.ReadInt(true)).Items;
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for (int i = 0; i < n; i++) {
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String name = ReadString(input);
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BoneData parent = i == 0 ? null : skeletonData.bones.Items[ReadVarint(input, true)];
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String name = input.ReadString();
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BoneData parent = i == 0 ? null : skeletonData.bones.Items[input.ReadInt(true)];
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BoneData data = new BoneData(i, name, parent);
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data.rotation = ReadFloat(input);
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data.x = ReadFloat(input) * scale;
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data.y = ReadFloat(input) * scale;
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data.scaleX = ReadFloat(input);
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data.scaleY = ReadFloat(input);
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data.shearX = ReadFloat(input);
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data.shearY = ReadFloat(input);
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data.length = ReadFloat(input) * scale;
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data.transformMode = TransformModeValues[ReadVarint(input, true)];
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data.skinRequired = ReadBoolean(input);
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if (nonessential) ReadInt(input); // Skip bone color.
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data.rotation = input.ReadFloat();
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data.x = input.ReadFloat() * scale;
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data.y = input.ReadFloat() * scale;
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data.scaleX = input.ReadFloat();
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data.scaleY = input.ReadFloat();
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data.shearX = input.ReadFloat();
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data.shearY = input.ReadFloat();
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data.length = input.ReadFloat() * scale;
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data.transformMode = TransformModeValues[input.ReadInt(true)];
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data.skinRequired = input.ReadBoolean();
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if (nonessential) input.ReadInt(); // Skip bone color.
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skeletonData.bones.Add(data);
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o[i] = data;
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}
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// Slots.
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o = skeletonData.slots.Resize(n = ReadVarint(input, true)).Items;
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o = skeletonData.slots.Resize(n = input.ReadInt(true)).Items;
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for (int i = 0; i < n; i++) {
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String slotName = ReadString(input);
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BoneData boneData = skeletonData.bones.Items[ReadVarint(input, true)];
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String slotName = input.ReadString();
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BoneData boneData = skeletonData.bones.Items[input.ReadInt(true)];
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SlotData slotData = new SlotData(i, slotName, boneData);
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int color = ReadInt(input);
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int color = input.ReadInt();
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slotData.r = ((color & 0xff000000) >> 24) / 255f;
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slotData.g = ((color & 0x00ff0000) >> 16) / 255f;
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slotData.b = ((color & 0x0000ff00) >> 8) / 255f;
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slotData.a = ((color & 0x000000ff)) / 255f;
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int darkColor = ReadInt(input); // 0x00rrggbb
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int darkColor = input.ReadInt(); // 0x00rrggbb
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if (darkColor != -1) {
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slotData.hasSecondColor = true;
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slotData.r2 = ((darkColor & 0x00ff0000) >> 16) / 255f;
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@ -204,74 +195,74 @@ namespace Spine {
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slotData.b2 = ((darkColor & 0x000000ff)) / 255f;
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}
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slotData.attachmentName = ReadString(input);
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slotData.blendMode = (BlendMode)ReadVarint(input, true);
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slotData.attachmentName = input.ReadStringRef();
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slotData.blendMode = (BlendMode)input.ReadInt(true);
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o[i] = slotData;
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}
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// IK constraints.
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o = skeletonData.ikConstraints.Resize(n = ReadVarint(input, true)).Items;
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o = skeletonData.ikConstraints.Resize(n = input.ReadInt(true)).Items;
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for (int i = 0, nn; i < n; i++) {
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IkConstraintData data = new IkConstraintData(ReadString(input));
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data.order = ReadVarint(input, true);
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data.skinRequired = ReadBoolean(input);
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Object[] bones = data.bones.Resize(nn = ReadVarint(input, true)).Items;
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IkConstraintData data = new IkConstraintData(input.ReadString());
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data.order = input.ReadInt(true);
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data.skinRequired = input.ReadBoolean();
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Object[] bones = data.bones.Resize(nn = input.ReadInt(true)).Items;
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for (int ii = 0; ii < nn; ii++)
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bones[ii] = skeletonData.bones.Items[ReadVarint(input, true)];
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data.target = skeletonData.bones.Items[ReadVarint(input, true)];
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data.mix = ReadFloat(input);
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data.bendDirection = ReadSByte(input);
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data.compress = ReadBoolean(input);
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data.stretch = ReadBoolean(input);
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data.uniform = ReadBoolean(input);
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bones[ii] = skeletonData.bones.Items[input.ReadInt(true)];
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data.target = skeletonData.bones.Items[input.ReadInt(true)];
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data.mix = input.ReadFloat();
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data.bendDirection = input.ReadSByte();
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data.compress = input.ReadBoolean();
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data.stretch = input.ReadBoolean();
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data.uniform = input.ReadBoolean();
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o[i] = data;
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}
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// Transform constraints.
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o = skeletonData.transformConstraints.Resize(n = ReadVarint(input, true)).Items;
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o = skeletonData.transformConstraints.Resize(n = input.ReadInt(true)).Items;
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for (int i = 0, nn; i < n; i++) {
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TransformConstraintData data = new TransformConstraintData(ReadString(input));
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data.order = ReadVarint(input, true);
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data.skinRequired = ReadBoolean(input);
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Object[] bones = data.bones.Resize(nn = ReadVarint(input, true)).Items;
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TransformConstraintData data = new TransformConstraintData(input.ReadString());
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data.order = input.ReadInt(true);
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data.skinRequired = input.ReadBoolean();
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Object[] bones = data.bones.Resize(nn = input.ReadInt(true)).Items;
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for (int ii = 0; ii < nn; ii++)
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bones[ii] = skeletonData.bones.Items[ReadVarint(input, true)];
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data.target = skeletonData.bones.Items[ReadVarint(input, true)];
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data.local = ReadBoolean(input);
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data.relative = ReadBoolean(input);
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data.offsetRotation = ReadFloat(input);
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data.offsetX = ReadFloat(input) * scale;
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data.offsetY = ReadFloat(input) * scale;
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data.offsetScaleX = ReadFloat(input);
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data.offsetScaleY = ReadFloat(input);
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data.offsetShearY = ReadFloat(input);
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data.rotateMix = ReadFloat(input);
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data.translateMix = ReadFloat(input);
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data.scaleMix = ReadFloat(input);
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data.shearMix = ReadFloat(input);
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bones[ii] = skeletonData.bones.Items[input.ReadInt(true)];
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data.target = skeletonData.bones.Items[input.ReadInt(true)];
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data.local = input.ReadBoolean();
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data.relative = input.ReadBoolean();
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data.offsetRotation = input.ReadFloat();
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data.offsetX = input.ReadFloat() * scale;
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data.offsetY = input.ReadFloat() * scale;
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data.offsetScaleX = input.ReadFloat();
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data.offsetScaleY = input.ReadFloat();
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data.offsetShearY = input.ReadFloat();
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data.rotateMix = input.ReadFloat();
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data.translateMix = input.ReadFloat();
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data.scaleMix = input.ReadFloat();
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data.shearMix = input.ReadFloat();
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o[i] = data;
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}
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// Path constraints
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o = skeletonData.pathConstraints.Resize(n = ReadVarint(input, true)).Items;
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o = skeletonData.pathConstraints.Resize(n = input.ReadInt(true)).Items;
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for (int i = 0, nn; i < n; i++) {
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PathConstraintData data = new PathConstraintData(ReadString(input));
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data.order = ReadVarint(input, true);
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data.skinRequired = ReadBoolean(input);
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Object[] bones = data.bones.Resize(nn = ReadVarint(input, true)).Items;
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PathConstraintData data = new PathConstraintData(input.ReadString());
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data.order = input.ReadInt(true);
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data.skinRequired = input.ReadBoolean();
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Object[] bones = data.bones.Resize(nn = input.ReadInt(true)).Items;
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for (int ii = 0; ii < nn; ii++)
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bones[ii] = skeletonData.bones.Items[ReadVarint(input, true)];
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data.target = skeletonData.slots.Items[ReadVarint(input, true)];
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data.positionMode = (PositionMode)Enum.GetValues(typeof(PositionMode)).GetValue(ReadVarint(input, true));
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data.spacingMode = (SpacingMode)Enum.GetValues(typeof(SpacingMode)).GetValue(ReadVarint(input, true));
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data.rotateMode = (RotateMode)Enum.GetValues(typeof(RotateMode)).GetValue(ReadVarint(input, true));
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data.offsetRotation = ReadFloat(input);
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data.position = ReadFloat(input);
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bones[ii] = skeletonData.bones.Items[input.ReadInt(true)];
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data.target = skeletonData.slots.Items[input.ReadInt(true)];
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data.positionMode = (PositionMode)Enum.GetValues(typeof(PositionMode)).GetValue(input.ReadInt(true));
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data.spacingMode = (SpacingMode)Enum.GetValues(typeof(SpacingMode)).GetValue(input.ReadInt(true));
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data.rotateMode = (RotateMode)Enum.GetValues(typeof(RotateMode)).GetValue(input.ReadInt(true));
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data.offsetRotation = input.ReadFloat();
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data.position = input.ReadFloat();
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if (data.positionMode == PositionMode.Fixed) data.position *= scale;
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data.spacing = ReadFloat(input);
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data.spacing = input.ReadFloat();
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if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed) data.spacing *= scale;
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data.rotateMix = ReadFloat(input);
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data.translateMix = ReadFloat(input);
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data.rotateMix = input.ReadFloat();
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data.translateMix = input.ReadFloat();
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o[i] = data;
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}
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@ -285,7 +276,7 @@ namespace Spine {
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// Skins.
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{
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int i = skeletonData.skins.Count;
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o = skeletonData.skins.Resize(n = i + ReadVarint(input, true)).Items;
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o = skeletonData.skins.Resize(n = i + input.ReadInt(true)).Items;
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for (; i < n; i++)
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o[i] = ReadSkin(input, skeletonData, false, nonessential);
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}
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@ -305,50 +296,51 @@ namespace Spine {
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linkedMeshes.Clear();
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// Events.
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o = skeletonData.events.Resize(n = ReadVarint(input, true)).Items;
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o = skeletonData.events.Resize(n = input.ReadInt(true)).Items;
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for (int i = 0; i < n; i++) {
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EventData data = new EventData(ReadString(input));
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data.Int = ReadVarint(input, false);
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data.Float = ReadFloat(input);
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data.String = ReadString(input);
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data.AudioPath = ReadString(input);
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EventData data = new EventData(input.ReadStringRef());
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data.Int = input.ReadInt(false);
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data.Float = input.ReadFloat();
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data.String = input.ReadString();
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data.AudioPath = input.ReadString();
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if (data.AudioPath != null) {
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data.Volume = ReadFloat(input);
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data.Balance = ReadFloat(input);
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data.Volume = input.ReadFloat();
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data.Balance = input.ReadFloat();
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}
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o[i] = data;
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}
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// Animations.
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o = skeletonData.animations.Resize(n = ReadVarint(input, true)).Items;
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o = skeletonData.animations.Resize(n = input.ReadInt(true)).Items;
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for (int i = 0; i < n; i++)
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o[i] = ReadAnimation(ReadString(input), input, skeletonData);
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o[i] = ReadAnimation(input.ReadString(), input, skeletonData);
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return skeletonData;
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}
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/// <returns>May be null.</returns>
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private Skin ReadSkin (Stream input, SkeletonData skeletonData, bool defaultSkin, bool nonessential) {
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private Skin ReadSkin (SkeletonInput input, SkeletonData skeletonData, bool defaultSkin, bool nonessential) {
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Skin skin = new Skin(defaultSkin ? "default" : ReadString(input));
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Skin skin = new Skin(defaultSkin ? "default" : input.ReadStringRef());
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if (!defaultSkin) {
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Object[] bones = skeletonData.bones.Resize(ReadVarint(input, true)).Items;
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for (int i = 0, n = skeletonData.bones.Count; i < n; i++)
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bones[i] = skeletonData.bones.Items[ReadVarint(input, true)];
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for (int i = 0, n = ReadVarint(input, true); i < n; i++)
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skin.constraints.Add(skeletonData.ikConstraints.Items[ReadVarint(input, true)]);
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for (int i = 0, n = ReadVarint(input, true); i < n; i++)
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skin.constraints.Add(skeletonData.transformConstraints.Items[ReadVarint(input, true)]);
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for (int i = 0, n = ReadVarint(input, true); i < n; i++)
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skin.constraints.Add(skeletonData.pathConstraints.Items[ReadVarint(input, true)]);
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Object[] bones = skin.bones.Resize(input.ReadInt(true)).Items;
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for (int i = 0, n = skin.bones.Count; i < n; i++)
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bones[i] = skeletonData.bones.Items[input.ReadInt(true)];
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for (int i = 0, n = input.ReadInt(true); i < n; i++)
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skin.constraints.Add(skeletonData.ikConstraints.Items[input.ReadInt(true)]);
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for (int i = 0, n = input.ReadInt(true); i < n; i++)
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skin.constraints.Add(skeletonData.transformConstraints.Items[input.ReadInt(true)]);
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for (int i = 0, n = input.ReadInt(true); i < n; i++)
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skin.constraints.Add(skeletonData.pathConstraints.Items[input.ReadInt(true)]);
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skin.constraints.TrimExcess();
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}
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for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
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int slotIndex = ReadVarint(input, true);
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for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) {
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String name = ReadString(input);
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for (int i = 0, n = input.ReadInt(true); i < n; i++) {
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int slotIndex = input.ReadInt(true);
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for (int ii = 0, nn = input.ReadInt(true); ii < nn; ii++) {
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String name = input.ReadStringRef();
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Attachment attachment = ReadAttachment(input, skeletonData, skin, slotIndex, name, nonessential);
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if (attachment != null) skin.SetAttachment(slotIndex, name, attachment);
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}
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@ -356,24 +348,26 @@ namespace Spine {
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return skin;
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}
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private Attachment ReadAttachment (Stream input, SkeletonData skeletonData, Skin skin, int slotIndex, String attachmentName, bool nonessential) {
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private Attachment ReadAttachment (SkeletonInput input, SkeletonData skeletonData, Skin skin, int slotIndex,
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String attachmentName, bool nonessential) {
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float scale = Scale;
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String name = ReadString(input);
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String name = input.ReadStringRef();
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if (name == null) name = attachmentName;
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AttachmentType type = (AttachmentType)input.ReadByte();
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switch (type) {
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case AttachmentType.Region: {
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String path = ReadString(input);
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float rotation = ReadFloat(input);
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float x = ReadFloat(input);
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float y = ReadFloat(input);
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float scaleX = ReadFloat(input);
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float scaleY = ReadFloat(input);
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float width = ReadFloat(input);
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float height = ReadFloat(input);
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int color = ReadInt(input);
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String path = input.ReadStringRef();
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float rotation = input.ReadFloat();
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float x = input.ReadFloat();
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float y = input.ReadFloat();
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float scaleX = input.ReadFloat();
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float scaleY = input.ReadFloat();
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float width = input.ReadFloat();
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float height = input.ReadFloat();
|
||||
int color = input.ReadInt();
|
||||
|
||||
if (path == null) path = name;
|
||||
RegionAttachment region = attachmentLoader.NewRegionAttachment(skin, name, path);
|
||||
@ -394,9 +388,9 @@ namespace Spine {
|
||||
return region;
|
||||
}
|
||||
case AttachmentType.Boundingbox: {
|
||||
int vertexCount = ReadVarint(input, true);
|
||||
int vertexCount = input.ReadInt(true);
|
||||
Vertices vertices = ReadVertices(input, vertexCount);
|
||||
if (nonessential) ReadInt(input); //int color = nonessential ? ReadInt(input) : 0; // Avoid unused local warning.
|
||||
if (nonessential) input.ReadInt(); //int color = nonessential ? input.ReadInt() : 0; // Avoid unused local warning.
|
||||
|
||||
BoundingBoxAttachment box = attachmentLoader.NewBoundingBoxAttachment(skin, name);
|
||||
if (box == null) return null;
|
||||
@ -406,19 +400,19 @@ namespace Spine {
|
||||
return box;
|
||||
}
|
||||
case AttachmentType.Mesh: {
|
||||
String path = ReadString(input);
|
||||
int color = ReadInt(input);
|
||||
int vertexCount = ReadVarint(input, true);
|
||||
String path = input.ReadStringRef();
|
||||
int color = input.ReadInt();
|
||||
int vertexCount = input.ReadInt(true);
|
||||
float[] uvs = ReadFloatArray(input, vertexCount << 1, 1);
|
||||
int[] triangles = ReadShortArray(input);
|
||||
Vertices vertices = ReadVertices(input, vertexCount);
|
||||
int hullLength = ReadVarint(input, true);
|
||||
int hullLength = input.ReadInt(true);
|
||||
int[] edges = null;
|
||||
float width = 0, height = 0;
|
||||
if (nonessential) {
|
||||
edges = ReadShortArray(input);
|
||||
width = ReadFloat(input);
|
||||
height = ReadFloat(input);
|
||||
width = input.ReadFloat();
|
||||
height = input.ReadFloat();
|
||||
}
|
||||
|
||||
if (path == null) path = name;
|
||||
@ -444,15 +438,15 @@ namespace Spine {
|
||||
return mesh;
|
||||
}
|
||||
case AttachmentType.Linkedmesh: {
|
||||
String path = ReadString(input);
|
||||
int color = ReadInt(input);
|
||||
String skinName = ReadString(input);
|
||||
String parent = ReadString(input);
|
||||
bool inheritDeform = ReadBoolean(input);
|
||||
String path = input.ReadStringRef();
|
||||
int color = input.ReadInt();
|
||||
String skinName = input.ReadStringRef();
|
||||
String parent = input.ReadStringRef();
|
||||
bool inheritDeform = input.ReadBoolean();
|
||||
float width = 0, height = 0;
|
||||
if (nonessential) {
|
||||
width = ReadFloat(input);
|
||||
height = ReadFloat(input);
|
||||
width = input.ReadFloat();
|
||||
height = input.ReadFloat();
|
||||
}
|
||||
|
||||
if (path == null) path = name;
|
||||
@ -471,14 +465,14 @@ namespace Spine {
|
||||
return mesh;
|
||||
}
|
||||
case AttachmentType.Path: {
|
||||
bool closed = ReadBoolean(input);
|
||||
bool constantSpeed = ReadBoolean(input);
|
||||
int vertexCount = ReadVarint(input, true);
|
||||
bool closed = input.ReadBoolean();
|
||||
bool constantSpeed = input.ReadBoolean();
|
||||
int vertexCount = input.ReadInt(true);
|
||||
Vertices vertices = ReadVertices(input, vertexCount);
|
||||
float[] lengths = new float[vertexCount / 3];
|
||||
for (int i = 0, n = lengths.Length; i < n; i++)
|
||||
lengths[i] = ReadFloat(input) * scale;
|
||||
if (nonessential) ReadInt(input); //int color = nonessential ? ReadInt(input) : 0;
|
||||
lengths[i] = input.ReadFloat() * scale;
|
||||
if (nonessential) input.ReadInt(); //int color = nonessential ? input.ReadInt() : 0;
|
||||
|
||||
PathAttachment path = attachmentLoader.NewPathAttachment(skin, name);
|
||||
if (path == null) return null;
|
||||
@ -491,10 +485,10 @@ namespace Spine {
|
||||
return path;
|
||||
}
|
||||
case AttachmentType.Point: {
|
||||
float rotation = ReadFloat(input);
|
||||
float x = ReadFloat(input);
|
||||
float y = ReadFloat(input);
|
||||
if (nonessential) ReadInt(input); //int color = nonessential ? ReadInt(input) : 0;
|
||||
float rotation = input.ReadFloat();
|
||||
float x = input.ReadFloat();
|
||||
float y = input.ReadFloat();
|
||||
if (nonessential) input.ReadInt(); //int color = nonessential ? input.ReadInt() : 0;
|
||||
|
||||
PointAttachment point = attachmentLoader.NewPointAttachment(skin, name);
|
||||
if (point == null) return null;
|
||||
@ -505,10 +499,10 @@ namespace Spine {
|
||||
return point;
|
||||
}
|
||||
case AttachmentType.Clipping: {
|
||||
int endSlotIndex = ReadVarint(input, true);
|
||||
int vertexCount = ReadVarint(input, true);
|
||||
int endSlotIndex = input.ReadInt(true);
|
||||
int vertexCount = input.ReadInt(true);
|
||||
Vertices vertices = ReadVertices(input, vertexCount);
|
||||
if (nonessential) ReadInt(input);
|
||||
if (nonessential) input.ReadInt();
|
||||
|
||||
ClippingAttachment clip = attachmentLoader.NewClippingAttachment(skin, name);
|
||||
if (clip == null) return null;
|
||||
@ -522,24 +516,24 @@ namespace Spine {
|
||||
return null;
|
||||
}
|
||||
|
||||
private Vertices ReadVertices (Stream input, int vertexCount) {
|
||||
private Vertices ReadVertices (SkeletonInput input, int vertexCount) {
|
||||
float scale = Scale;
|
||||
int verticesLength = vertexCount << 1;
|
||||
Vertices vertices = new Vertices();
|
||||
if(!ReadBoolean(input)) {
|
||||
if(!input.ReadBoolean()) {
|
||||
vertices.vertices = ReadFloatArray(input, verticesLength, scale);
|
||||
return vertices;
|
||||
}
|
||||
var weights = new ExposedList<float>(verticesLength * 3 * 3);
|
||||
var bonesArray = new ExposedList<int>(verticesLength * 3);
|
||||
for (int i = 0; i < vertexCount; i++) {
|
||||
int boneCount = ReadVarint(input, true);
|
||||
int boneCount = input.ReadInt(true);
|
||||
bonesArray.Add(boneCount);
|
||||
for (int ii = 0; ii < boneCount; ii++) {
|
||||
bonesArray.Add(ReadVarint(input, true));
|
||||
weights.Add(ReadFloat(input) * scale);
|
||||
weights.Add(ReadFloat(input) * scale);
|
||||
weights.Add(ReadFloat(input));
|
||||
bonesArray.Add(input.ReadInt(true));
|
||||
weights.Add(input.ReadFloat() * scale);
|
||||
weights.Add(input.ReadFloat() * scale);
|
||||
weights.Add(input.ReadFloat());
|
||||
}
|
||||
}
|
||||
|
||||
@ -548,43 +542,43 @@ namespace Spine {
|
||||
return vertices;
|
||||
}
|
||||
|
||||
private float[] ReadFloatArray (Stream input, int n, float scale) {
|
||||
private float[] ReadFloatArray (SkeletonInput input, int n, float scale) {
|
||||
float[] array = new float[n];
|
||||
if (scale == 1) {
|
||||
for (int i = 0; i < n; i++)
|
||||
array[i] = ReadFloat(input);
|
||||
array[i] = input.ReadFloat();
|
||||
} else {
|
||||
for (int i = 0; i < n; i++)
|
||||
array[i] = ReadFloat(input) * scale;
|
||||
array[i] = input.ReadFloat() * scale;
|
||||
}
|
||||
return array;
|
||||
}
|
||||
|
||||
private int[] ReadShortArray (Stream input) {
|
||||
int n = ReadVarint(input, true);
|
||||
private int[] ReadShortArray (SkeletonInput input) {
|
||||
int n = input.ReadInt(true);
|
||||
int[] array = new int[n];
|
||||
for (int i = 0; i < n; i++)
|
||||
array[i] = (input.ReadByte() << 8) | input.ReadByte();
|
||||
return array;
|
||||
}
|
||||
|
||||
private Animation ReadAnimation (String name, Stream input, SkeletonData skeletonData) {
|
||||
private Animation ReadAnimation (String name, SkeletonInput input, SkeletonData skeletonData) {
|
||||
var timelines = new ExposedList<Timeline>(32);
|
||||
float scale = Scale;
|
||||
float duration = 0;
|
||||
|
||||
// Slot timelines.
|
||||
for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
|
||||
int slotIndex = ReadVarint(input, true);
|
||||
for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) {
|
||||
for (int i = 0, n = input.ReadInt(true); i < n; i++) {
|
||||
int slotIndex = input.ReadInt(true);
|
||||
for (int ii = 0, nn = input.ReadInt(true); ii < nn; ii++) {
|
||||
int timelineType = input.ReadByte();
|
||||
int frameCount = ReadVarint(input, true);
|
||||
int frameCount = input.ReadInt(true);
|
||||
switch (timelineType) {
|
||||
case SLOT_ATTACHMENT: {
|
||||
AttachmentTimeline timeline = new AttachmentTimeline(frameCount);
|
||||
timeline.slotIndex = slotIndex;
|
||||
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
|
||||
timeline.SetFrame(frameIndex, ReadFloat(input), ReadString(input));
|
||||
timeline.SetFrame(frameIndex, input.ReadFloat(), input.ReadStringRef());
|
||||
timelines.Add(timeline);
|
||||
duration = Math.Max(duration, timeline.frames[frameCount - 1]);
|
||||
break;
|
||||
@ -593,8 +587,8 @@ namespace Spine {
|
||||
ColorTimeline timeline = new ColorTimeline(frameCount);
|
||||
timeline.slotIndex = slotIndex;
|
||||
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
|
||||
float time = ReadFloat(input);
|
||||
int color = ReadInt(input);
|
||||
float time = input.ReadFloat();
|
||||
int color = input.ReadInt();
|
||||
float r = ((color & 0xff000000) >> 24) / 255f;
|
||||
float g = ((color & 0x00ff0000) >> 16) / 255f;
|
||||
float b = ((color & 0x0000ff00) >> 8) / 255f;
|
||||
@ -610,13 +604,13 @@ namespace Spine {
|
||||
TwoColorTimeline timeline = new TwoColorTimeline(frameCount);
|
||||
timeline.slotIndex = slotIndex;
|
||||
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
|
||||
float time = ReadFloat(input);
|
||||
int color = ReadInt(input);
|
||||
float time = input.ReadFloat();
|
||||
int color = input.ReadInt();
|
||||
float r = ((color & 0xff000000) >> 24) / 255f;
|
||||
float g = ((color & 0x00ff0000) >> 16) / 255f;
|
||||
float b = ((color & 0x0000ff00) >> 8) / 255f;
|
||||
float a = ((color & 0x000000ff)) / 255f;
|
||||
int color2 = ReadInt(input); // 0x00rrggbb
|
||||
int color2 = input.ReadInt(); // 0x00rrggbb
|
||||
float r2 = ((color2 & 0x00ff0000) >> 16) / 255f;
|
||||
float g2 = ((color2 & 0x0000ff00) >> 8) / 255f;
|
||||
float b2 = ((color2 & 0x000000ff)) / 255f;
|
||||
@ -633,17 +627,17 @@ namespace Spine {
|
||||
}
|
||||
|
||||
// Bone timelines.
|
||||
for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
|
||||
int boneIndex = ReadVarint(input, true);
|
||||
for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) {
|
||||
for (int i = 0, n = input.ReadInt(true); i < n; i++) {
|
||||
int boneIndex = input.ReadInt(true);
|
||||
for (int ii = 0, nn = input.ReadInt(true); ii < nn; ii++) {
|
||||
int timelineType = input.ReadByte();
|
||||
int frameCount = ReadVarint(input, true);
|
||||
int frameCount = input.ReadInt(true);
|
||||
switch (timelineType) {
|
||||
case BONE_ROTATE: {
|
||||
RotateTimeline timeline = new RotateTimeline(frameCount);
|
||||
timeline.boneIndex = boneIndex;
|
||||
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
|
||||
timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input));
|
||||
timeline.SetFrame(frameIndex, input.ReadFloat(), input.ReadFloat());
|
||||
if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
|
||||
}
|
||||
timelines.Add(timeline);
|
||||
@ -665,7 +659,7 @@ namespace Spine {
|
||||
}
|
||||
timeline.boneIndex = boneIndex;
|
||||
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
|
||||
timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input) * timelineScale, ReadFloat(input)
|
||||
timeline.SetFrame(frameIndex, input.ReadFloat(), input.ReadFloat() * timelineScale, input.ReadFloat()
|
||||
* timelineScale);
|
||||
if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
|
||||
}
|
||||
@ -678,14 +672,14 @@ namespace Spine {
|
||||
}
|
||||
|
||||
// IK timelines.
|
||||
for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
|
||||
int index = ReadVarint(input, true);
|
||||
int frameCount = ReadVarint(input, true);
|
||||
for (int i = 0, n = input.ReadInt(true); i < n; i++) {
|
||||
int index = input.ReadInt(true);
|
||||
int frameCount = input.ReadInt(true);
|
||||
IkConstraintTimeline timeline = new IkConstraintTimeline(frameCount) {
|
||||
ikConstraintIndex = index
|
||||
};
|
||||
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
|
||||
timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input), ReadSByte(input), ReadBoolean(input), ReadBoolean(input));
|
||||
timeline.SetFrame(frameIndex, input.ReadFloat(), input.ReadFloat(), input.ReadSByte(), input.ReadBoolean(), input.ReadBoolean());
|
||||
if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
|
||||
}
|
||||
timelines.Add(timeline);
|
||||
@ -693,13 +687,13 @@ namespace Spine {
|
||||
}
|
||||
|
||||
// Transform constraint timelines.
|
||||
for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
|
||||
int index = ReadVarint(input, true);
|
||||
int frameCount = ReadVarint(input, true);
|
||||
for (int i = 0, n = input.ReadInt(true); i < n; i++) {
|
||||
int index = input.ReadInt(true);
|
||||
int frameCount = input.ReadInt(true);
|
||||
TransformConstraintTimeline timeline = new TransformConstraintTimeline(frameCount);
|
||||
timeline.transformConstraintIndex = index;
|
||||
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
|
||||
timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input), ReadFloat(input), ReadFloat(input), ReadFloat(input));
|
||||
timeline.SetFrame(frameIndex, input.ReadFloat(), input.ReadFloat(), input.ReadFloat(), input.ReadFloat(), input.ReadFloat());
|
||||
if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
|
||||
}
|
||||
timelines.Add(timeline);
|
||||
@ -707,12 +701,12 @@ namespace Spine {
|
||||
}
|
||||
|
||||
// Path constraint timelines.
|
||||
for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
|
||||
int index = ReadVarint(input, true);
|
||||
for (int i = 0, n = input.ReadInt(true); i < n; i++) {
|
||||
int index = input.ReadInt(true);
|
||||
PathConstraintData data = skeletonData.pathConstraints.Items[index];
|
||||
for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) {
|
||||
int timelineType = ReadSByte(input);
|
||||
int frameCount = ReadVarint(input, true);
|
||||
for (int ii = 0, nn = input.ReadInt(true); ii < nn; ii++) {
|
||||
int timelineType = input.ReadSByte();
|
||||
int frameCount = input.ReadInt(true);
|
||||
switch(timelineType) {
|
||||
case PATH_POSITION:
|
||||
case PATH_SPACING: {
|
||||
@ -727,7 +721,7 @@ namespace Spine {
|
||||
}
|
||||
timeline.pathConstraintIndex = index;
|
||||
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
|
||||
timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input) * timelineScale);
|
||||
timeline.SetFrame(frameIndex, input.ReadFloat(), input.ReadFloat() * timelineScale);
|
||||
if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
|
||||
}
|
||||
timelines.Add(timeline);
|
||||
@ -738,7 +732,7 @@ namespace Spine {
|
||||
PathConstraintMixTimeline timeline = new PathConstraintMixTimeline(frameCount);
|
||||
timeline.pathConstraintIndex = index;
|
||||
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
|
||||
timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input), ReadFloat(input));
|
||||
timeline.SetFrame(frameIndex, input.ReadFloat(), input.ReadFloat(), input.ReadFloat());
|
||||
if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
|
||||
}
|
||||
timelines.Add(timeline);
|
||||
@ -750,37 +744,37 @@ namespace Spine {
|
||||
}
|
||||
|
||||
// Deform timelines.
|
||||
for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
|
||||
Skin skin = skeletonData.skins.Items[ReadVarint(input, true)];
|
||||
for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) {
|
||||
int slotIndex = ReadVarint(input, true);
|
||||
for (int iii = 0, nnn = ReadVarint(input, true); iii < nnn; iii++) {
|
||||
VertexAttachment attachment = (VertexAttachment)skin.GetAttachment(slotIndex, ReadString(input));
|
||||
for (int i = 0, n = input.ReadInt(true); i < n; i++) {
|
||||
Skin skin = skeletonData.skins.Items[input.ReadInt(true)];
|
||||
for (int ii = 0, nn = input.ReadInt(true); ii < nn; ii++) {
|
||||
int slotIndex = input.ReadInt(true);
|
||||
for (int iii = 0, nnn = input.ReadInt(true); iii < nnn; iii++) {
|
||||
VertexAttachment attachment = (VertexAttachment)skin.GetAttachment(slotIndex, input.ReadStringRef());
|
||||
bool weighted = attachment.bones != null;
|
||||
float[] vertices = attachment.vertices;
|
||||
int deformLength = weighted ? vertices.Length / 3 * 2 : vertices.Length;
|
||||
|
||||
int frameCount = ReadVarint(input, true);
|
||||
int frameCount = input.ReadInt(true);
|
||||
DeformTimeline timeline = new DeformTimeline(frameCount);
|
||||
timeline.slotIndex = slotIndex;
|
||||
timeline.attachment = attachment;
|
||||
|
||||
for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
|
||||
float time = ReadFloat(input);
|
||||
float time = input.ReadFloat();
|
||||
float[] deform;
|
||||
int end = ReadVarint(input, true);
|
||||
int end = input.ReadInt(true);
|
||||
if (end == 0)
|
||||
deform = weighted ? new float[deformLength] : vertices;
|
||||
else {
|
||||
deform = new float[deformLength];
|
||||
int start = ReadVarint(input, true);
|
||||
int start = input.ReadInt(true);
|
||||
end += start;
|
||||
if (scale == 1) {
|
||||
for (int v = start; v < end; v++)
|
||||
deform[v] = ReadFloat(input);
|
||||
deform[v] = input.ReadFloat();
|
||||
} else {
|
||||
for (int v = start; v < end; v++)
|
||||
deform[v] = ReadFloat(input) * scale;
|
||||
deform[v] = input.ReadFloat() * scale;
|
||||
}
|
||||
if (!weighted) {
|
||||
for (int v = 0, vn = deform.Length; v < vn; v++)
|
||||
@ -798,25 +792,25 @@ namespace Spine {
|
||||
}
|
||||
|
||||
// Draw order timeline.
|
||||
int drawOrderCount = ReadVarint(input, true);
|
||||
int drawOrderCount = input.ReadInt(true);
|
||||
if (drawOrderCount > 0) {
|
||||
DrawOrderTimeline timeline = new DrawOrderTimeline(drawOrderCount);
|
||||
int slotCount = skeletonData.slots.Count;
|
||||
for (int i = 0; i < drawOrderCount; i++) {
|
||||
float time = ReadFloat(input);
|
||||
int offsetCount = ReadVarint(input, true);
|
||||
float time = input.ReadFloat();
|
||||
int offsetCount = input.ReadInt(true);
|
||||
int[] drawOrder = new int[slotCount];
|
||||
for (int ii = slotCount - 1; ii >= 0; ii--)
|
||||
drawOrder[ii] = -1;
|
||||
int[] unchanged = new int[slotCount - offsetCount];
|
||||
int originalIndex = 0, unchangedIndex = 0;
|
||||
for (int ii = 0; ii < offsetCount; ii++) {
|
||||
int slotIndex = ReadVarint(input, true);
|
||||
int slotIndex = input.ReadInt(true);
|
||||
// Collect unchanged items.
|
||||
while (originalIndex != slotIndex)
|
||||
unchanged[unchangedIndex++] = originalIndex++;
|
||||
// Set changed items.
|
||||
drawOrder[originalIndex + ReadVarint(input, true)] = originalIndex++;
|
||||
drawOrder[originalIndex + input.ReadInt(true)] = originalIndex++;
|
||||
}
|
||||
// Collect remaining unchanged items.
|
||||
while (originalIndex < slotCount)
|
||||
@ -831,20 +825,20 @@ namespace Spine {
|
||||
}
|
||||
|
||||
// Event timeline.
|
||||
int eventCount = ReadVarint(input, true);
|
||||
int eventCount = input.ReadInt(true);
|
||||
if (eventCount > 0) {
|
||||
EventTimeline timeline = new EventTimeline(eventCount);
|
||||
for (int i = 0; i < eventCount; i++) {
|
||||
float time = ReadFloat(input);
|
||||
EventData eventData = skeletonData.events.Items[ReadVarint(input, true)];
|
||||
float time = input.ReadFloat();
|
||||
EventData eventData = skeletonData.events.Items[input.ReadInt(true)];
|
||||
Event e = new Event(time, eventData) {
|
||||
Int = ReadVarint(input, false),
|
||||
Float = ReadFloat(input),
|
||||
String = ReadBoolean(input) ? ReadString(input) : eventData.String
|
||||
Int = input.ReadInt(false),
|
||||
Float = input.ReadFloat(),
|
||||
String = input.ReadBoolean() ? input.ReadString() : eventData.String
|
||||
};
|
||||
if (e.data.AudioPath != null) {
|
||||
e.volume = ReadFloat(input);
|
||||
e.balance = ReadFloat(input);
|
||||
e.volume = input.ReadFloat();
|
||||
e.balance = input.ReadFloat();
|
||||
}
|
||||
timeline.SetFrame(i, e);
|
||||
}
|
||||
@ -856,79 +850,121 @@ namespace Spine {
|
||||
return new Animation(name, timelines, duration);
|
||||
}
|
||||
|
||||
private void ReadCurve (Stream input, int frameIndex, CurveTimeline timeline) {
|
||||
private void ReadCurve (SkeletonInput input, int frameIndex, CurveTimeline timeline) {
|
||||
switch (input.ReadByte()) {
|
||||
case CURVE_STEPPED:
|
||||
timeline.SetStepped(frameIndex);
|
||||
break;
|
||||
case CURVE_BEZIER:
|
||||
timeline.SetCurve(frameIndex, ReadFloat(input), ReadFloat(input), ReadFloat(input), ReadFloat(input));
|
||||
timeline.SetCurve(frameIndex, input.ReadFloat(), input.ReadFloat(), input.ReadFloat(), input.ReadFloat());
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private static sbyte ReadSByte (Stream input) {
|
||||
int value = input.ReadByte();
|
||||
if (value == -1) throw new EndOfStreamException();
|
||||
return (sbyte)value;
|
||||
}
|
||||
internal class SkeletonInput {
|
||||
private byte[] chars = new byte[32];
|
||||
internal ExposedList<String> strings;
|
||||
Stream input;
|
||||
|
||||
private static bool ReadBoolean (Stream input) {
|
||||
return input.ReadByte() != 0;
|
||||
}
|
||||
public SkeletonInput (Stream input) {
|
||||
this.input = input;
|
||||
}
|
||||
|
||||
private float ReadFloat (Stream input) {
|
||||
buffer[3] = (byte)input.ReadByte();
|
||||
buffer[2] = (byte)input.ReadByte();
|
||||
buffer[1] = (byte)input.ReadByte();
|
||||
buffer[0] = (byte)input.ReadByte();
|
||||
return BitConverter.ToSingle(buffer, 0);
|
||||
}
|
||||
public byte ReadByte () {
|
||||
return (byte)input.ReadByte();
|
||||
}
|
||||
|
||||
private static int ReadInt (Stream input) {
|
||||
return (input.ReadByte() << 24) + (input.ReadByte() << 16) + (input.ReadByte() << 8) + input.ReadByte();
|
||||
}
|
||||
public sbyte ReadSByte () {
|
||||
int value = input.ReadByte();
|
||||
if (value == -1) throw new EndOfStreamException();
|
||||
return (sbyte)value;
|
||||
}
|
||||
|
||||
private static int ReadVarint (Stream input, bool optimizePositive) {
|
||||
int b = input.ReadByte();
|
||||
int result = b & 0x7F;
|
||||
if ((b & 0x80) != 0) {
|
||||
b = input.ReadByte();
|
||||
result |= (b & 0x7F) << 7;
|
||||
public bool ReadBoolean () {
|
||||
return input.ReadByte() != 0;
|
||||
}
|
||||
|
||||
public float ReadFloat () {
|
||||
chars[3] = (byte)input.ReadByte();
|
||||
chars[2] = (byte)input.ReadByte();
|
||||
chars[1] = (byte)input.ReadByte();
|
||||
chars[0] = (byte)input.ReadByte();
|
||||
return BitConverter.ToSingle(chars, 0);
|
||||
}
|
||||
|
||||
public int ReadInt () {
|
||||
return (input.ReadByte() << 24) + (input.ReadByte() << 16) + (input.ReadByte() << 8) + input.ReadByte();
|
||||
}
|
||||
|
||||
public int ReadInt (bool optimizePositive) {
|
||||
int b = input.ReadByte();
|
||||
int result = b & 0x7F;
|
||||
if ((b & 0x80) != 0) {
|
||||
b = input.ReadByte();
|
||||
result |= (b & 0x7F) << 14;
|
||||
result |= (b & 0x7F) << 7;
|
||||
if ((b & 0x80) != 0) {
|
||||
b = input.ReadByte();
|
||||
result |= (b & 0x7F) << 21;
|
||||
if ((b & 0x80) != 0) result |= (input.ReadByte() & 0x7F) << 28;
|
||||
result |= (b & 0x7F) << 14;
|
||||
if ((b & 0x80) != 0) {
|
||||
b = input.ReadByte();
|
||||
result |= (b & 0x7F) << 21;
|
||||
if ((b & 0x80) != 0) result |= (input.ReadByte() & 0x7F) << 28;
|
||||
}
|
||||
}
|
||||
}
|
||||
return optimizePositive ? result : ((result >> 1) ^ -(result & 1));
|
||||
}
|
||||
return optimizePositive ? result : ((result >> 1) ^ -(result & 1));
|
||||
}
|
||||
|
||||
private string ReadString (Stream input) {
|
||||
int byteCount = ReadVarint(input, true);
|
||||
switch (byteCount) {
|
||||
case 0:
|
||||
return null;
|
||||
case 1:
|
||||
return "";
|
||||
public string ReadString () {
|
||||
int byteCount = ReadInt(true);
|
||||
switch (byteCount) {
|
||||
case 0:
|
||||
return null;
|
||||
case 1:
|
||||
return "";
|
||||
}
|
||||
byteCount--;
|
||||
byte[] buffer = this.chars;
|
||||
if (buffer.Length < byteCount) buffer = new byte[byteCount];
|
||||
ReadFully(buffer, 0, byteCount);
|
||||
return System.Text.Encoding.UTF8.GetString(buffer, 0, byteCount);
|
||||
}
|
||||
byteCount--;
|
||||
byte[] buffer = this.buffer;
|
||||
if (buffer.Length < byteCount) buffer = new byte[byteCount];
|
||||
ReadFully(input, buffer, 0, byteCount);
|
||||
return System.Text.Encoding.UTF8.GetString(buffer, 0, byteCount);
|
||||
}
|
||||
|
||||
private static void ReadFully (Stream input, byte[] buffer, int offset, int length) {
|
||||
while (length > 0) {
|
||||
int count = input.Read(buffer, offset, length);
|
||||
if (count <= 0) throw new EndOfStreamException();
|
||||
offset += count;
|
||||
length -= count;
|
||||
///<return>May be null.</return>
|
||||
public String ReadStringRef () {
|
||||
int index = ReadInt(true);
|
||||
return index == 0 ? null : strings.Items[index - 1];
|
||||
}
|
||||
|
||||
public void ReadFully (byte[] buffer, int offset, int length) {
|
||||
while (length > 0) {
|
||||
int count = input.Read(buffer, offset, length);
|
||||
if (count <= 0) throw new EndOfStreamException();
|
||||
offset += count;
|
||||
length -= count;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Returns the version string of binary skeleton data.</summary>
|
||||
public string GetVersionString () {
|
||||
try {
|
||||
// Hash.
|
||||
int byteCount = ReadInt(true);
|
||||
if (byteCount > 1) input.Position += byteCount - 1;
|
||||
|
||||
// Version.
|
||||
byteCount = ReadInt(true);
|
||||
if (byteCount > 1) {
|
||||
byteCount--;
|
||||
var buffer = new byte[byteCount];
|
||||
ReadFully(buffer, 0, byteCount);
|
||||
return System.Text.Encoding.UTF8.GetString(buffer, 0, byteCount);
|
||||
}
|
||||
|
||||
throw new ArgumentException("Stream does not contain a valid binary Skeleton Data.", "input");
|
||||
} catch (Exception e) {
|
||||
throw new ArgumentException("Stream does not contain a valid binary Skeleton Data.\n" + e, "input");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user