diff --git a/spine-csharp/src/Slot.cs b/spine-csharp/src/Slot.cs
index 6151aa9a8..38113176e 100644
--- a/spine-csharp/src/Slot.cs
+++ b/spine-csharp/src/Slot.cs
@@ -31,6 +31,12 @@
using System;
namespace Spine {
+
+ ///
+ /// 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.
+ ///
public class Slot {
internal SlotData data;
internal Bone bone;
@@ -41,22 +47,83 @@ namespace Spine {
internal float attachmentTime;
internal ExposedList attachmentVertices = new ExposedList();
+ 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();
+ }
+
+ /// Copy constructor.
+ 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;
+ }
+
+ /// The slot's setup pose data.
public SlotData Data { get { return data; } }
+ /// The bone this slot belongs to.
public Bone Bone { get { return bone; } }
+ /// The skeleton this slot belongs to.
public Skeleton Skeleton { get { return bone.skeleton; } }
+ /// The color used to tint the slot's attachment. If is set, this is used as the light color for two
+ /// color tinting.
public float R { get { return r; } set { r = value; } }
+ /// The color used to tint the slot's attachment. If is set, this is used as the light color for two
+ /// color tinting.
public float G { get { return g; } set { g = value; } }
+ /// The color used to tint the slot's attachment. If is set, this is used as the light color for two
+ /// color tinting.
public float B { get { return b; } set { b = value; } }
+ /// The color used to tint the slot's attachment. If is set, this is used as the light color for two
+ /// color tinting.
public float A { get { return a; } set { a = value; } }
+ /// The dark color used to tint the slot's attachment for two color tinting, ignored if two color tinting is not used.
+ ///
public float R2 { get { return r2; } set { r2 = value; } }
+ /// The dark color used to tint the slot's attachment for two color tinting, ignored if two color tinting is not used.
+ ///
public float G2 { get { return g2; } set { g2 = value; } }
+ /// The dark color used to tint the slot's attachment for two color tinting, ignored if two color tinting is not used.
+ ///
public float B2 { get { return b2; } set { b2 = value; } }
+ /// Whether R2 G2 B2 are used to tint the slot's attachment for two color tinting. False if two color tinting is not used.
public bool HasSecondColor { get { return data.hasSecondColor; } set { data.hasSecondColor = value; } }
- /// May be null.
public Attachment Attachment {
+ /// The current attachment for the slot, or null if the slot has no attachment.
get { return attachment; }
+ ///
+ /// Sets the slot's attachment and, if the attachment changed, resets and clears
+ /// .
+ /// May be null.
set {
if (attachment == value) return;
attachment = value;
@@ -65,26 +132,41 @@ namespace Spine {
}
}
+ /// The time that has elapsed since the last time the attachment was set or cleared. Relies on Skeleton
+ ///
public float AttachmentTime {
get { return bone.skeleton.time - attachmentTime; }
set { attachmentTime = bone.skeleton.time - value; }
}
- public ExposedList AttachmentVertices { get { return attachmentVertices; } set { attachmentVertices = value; } }
-
- 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;
- SetToSetupPose();
+ /// 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.
+ ///
+ /// See and .
+ public ExposedList AttachmentVertices {
+ get {
+ return attachmentVertices;
+ }
+ set {
+ if (attachmentVertices == null) throw new ArgumentNullException("attachmentVertices", "attachmentVertices cannot be null.");
+ attachmentVertices = value;
+ }
}
+ /// Sets this slot to the setup pose.
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 {