mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-13 02:28:44 +08:00
C# style method and class docs.
closes 127
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@ -52,14 +52,14 @@ namespace Spine {
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this.duration = duration;
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}
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/** @deprecated */
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[Obsolete]
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public void Apply (Skeleton skeleton, float time, bool loop) {
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Apply(skeleton, time, time, loop, null);
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}
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/** Poses the skeleton at the specified time for this animation.
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* @param lastTime The last time the animation was applied. Can be equal to time if events shouldn't be fired.
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* @param events Any triggered events are added. May be null if lastTime is known to not cause any events to trigger. */
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/// <summary>Poses the skeleton at the specified time for this animation.</summary>
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/// <param name="lastTime The last time the animation was applied. Can be equal to time if events shouldn't be fired.</param>
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/// <param name="events Any triggered events are added. May be null if lastTime is known to not cause any events to trigger.</param>
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public void Apply (Skeleton skeleton, float lastTime, float time, bool loop, List<Event> events) {
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if (skeleton == null) throw new ArgumentNullException("skeleton cannot be null.");
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@ -73,15 +73,15 @@ namespace Spine {
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timelines[i].Apply(skeleton, lastTime, time, events, 1);
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}
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/** @deprecated */
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[Obsolete]
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public void Mix (Skeleton skeleton, float time, bool loop, float alpha) {
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Mix(skeleton, time, time, loop, null, alpha);
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}
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/** Poses the skeleton at the specified time for this animation mixed with the current pose.
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* @param lastTime The last time the animation was applied. Can be equal to time if events shouldn't be fired.
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* @param events Any triggered events are added. May be null if lastTime is known to not cause any events to trigger.
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* @param alpha The amount of this animation that affects the current pose. */
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/// <summary>Poses the skeleton at the specified time for this animation mixed with the current pose.</summary>
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/// <param name="lastTime The last time the animation was applied. Can be equal to time if events shouldn't be fired.</param>
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/// <param name="events Any triggered events are added. May be null if lastTime is known to not cause any events to trigger.</param>
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/// <param name="alpha The amount of this animation that affects the current pose.</param>
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public void Mix (Skeleton skeleton, float lastTime, float time, bool loop, List<Event> events, float alpha) {
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if (skeleton == null) throw new ArgumentNullException("skeleton cannot be null.");
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@ -95,7 +95,7 @@ namespace Spine {
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timelines[i].Apply(skeleton, lastTime, time, events, alpha);
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}
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/** @param target After the first and before the last entry. */
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/// <param name="target">After the first and before the last entry.</param>
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internal static int binarySearch (float[] values, float target, int step) {
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int low = 0;
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int high = values.Length / step - 2;
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@ -119,11 +119,11 @@ namespace Spine {
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}
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public interface Timeline {
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/** Sets the value(s) for the specified time. */
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/// <summary>Sets the value(s) for the specified time.</summary>
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void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha);
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}
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/** Base class for frames that use an interpolation bezier curve. */
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/// <summary>Base class for frames that use an interpolation bezier curve.</summary>
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abstract public class CurveTimeline : Timeline {
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static protected float LINEAR = 0;
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static protected float STEPPED = -1;
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@ -146,9 +146,9 @@ namespace Spine {
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curves[frameIndex * 6] = STEPPED;
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}
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/** Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next.
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* cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of
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* the difference between the keyframe's values. */
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/// <summary>Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next.
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/// cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of
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/// the difference between the keyframe's values.</summary>
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public void SetCurve (int frameIndex, float cx1, float cy1, float cx2, float cy2) {
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float subdiv_step = 1f / BEZIER_SEGMENTS;
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float subdiv_step2 = subdiv_step * subdiv_step;
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@ -218,7 +218,7 @@ namespace Spine {
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frames = new float[frameCount * 2];
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}
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/** Sets the time and value of the specified keyframe. */
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/// <summary>Sets the time and value of the specified keyframe.</summary>
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public void SetFrame (int frameIndex, float time, float angle) {
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frameIndex *= 2;
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frames[frameIndex] = time;
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@ -280,7 +280,7 @@ namespace Spine {
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frames = new float[frameCount * 3];
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}
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/** Sets the time and value of the specified keyframe. */
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/// <summary>Sets the time and value of the specified keyframe.</summary>
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public void SetFrame (int frameIndex, float time, float x, float y) {
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frameIndex *= 3;
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frames[frameIndex] = time;
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@ -360,7 +360,7 @@ namespace Spine {
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frames = new float[frameCount * 5];
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}
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/** Sets the time and value of the specified keyframe. */
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/// <summary>Sets the time and value of the specified keyframe.</summary>
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public void setFrame (int frameIndex, float time, float r, float g, float b, float a) {
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frameIndex *= 5;
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frames[frameIndex] = time;
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@ -428,7 +428,7 @@ namespace Spine {
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attachmentNames = new String[frameCount];
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}
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/** Sets the time and value of the specified keyframe. */
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/// <summary>Sets the time and value of the specified keyframe.</summary>
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public void setFrame (int frameIndex, float time, String attachmentName) {
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frames[frameIndex] = time;
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attachmentNames[frameIndex] = attachmentName;
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@ -463,7 +463,7 @@ namespace Spine {
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events = new Event[frameCount];
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}
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/** Sets the time and value of the specified keyframe. */
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/// <summary>Sets the time and value of the specified keyframe.</summary>
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public void setFrame (int frameIndex, float time, Event e) {
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frames[frameIndex] = time;
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events[frameIndex] = e;
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@ -513,8 +513,8 @@ namespace Spine {
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drawOrders = new int[frameCount][];
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}
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/** Sets the time and value of the specified keyframe.
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* @param drawOrder May be null to use bind pose draw order. */
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/// <summary>Sets the time and value of the specified keyframe.</summary>
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/// <param name="drawOrder">May be null to use bind pose draw order.</param>
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public void setFrame (int frameIndex, float time, int[] drawOrder) {
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frames[frameIndex] = time;
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drawOrders[frameIndex] = drawOrder;
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@ -167,7 +167,7 @@ namespace Spine {
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return SetAnimation(trackIndex, animation, loop);
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}
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/** Set the current animation. Any queued animations are cleared. */
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/// <summary>Set the current animation. Any queued animations are cleared.</summary>
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public TrackEntry SetAnimation (int trackIndex, Animation animation, bool loop) {
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TrackEntry entry = new TrackEntry();
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entry.animation = animation;
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@ -184,8 +184,8 @@ namespace Spine {
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return AddAnimation(trackIndex, animation, loop, delay);
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}
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/** Adds an animation to be played delay seconds after the current or last queued animation.
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* @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */
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/// <summary>Adds an animation to be played delay seconds after the current or last queued animation.</summary>
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/// <param name="delay">May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay.</param>
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public TrackEntry AddAnimation (int trackIndex, Animation animation, bool loop, float delay) {
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TrackEntry entry = new TrackEntry();
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entry.animation = animation;
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@ -213,7 +213,7 @@ namespace Spine {
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return entry;
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}
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/** @return May be null. */
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/// <returns>May be null.</returns>
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public TrackEntry GetCurrent (int trackIndex) {
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if (trackIndex >= tracks.Count) return null;
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return tracks[trackIndex];
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@ -175,7 +175,7 @@ namespace Spine {
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return line.Substring(colon + 1).Trim();
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}
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/** Returns the number of tuple values read (2 or 4). */
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/// <summary>Returns the number of tuple values read (2 or 4).</summary>
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static int readTuple (TextReader reader, String[] tuple) {
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String line = reader.ReadLine();
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int colon = line.IndexOf(':');
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@ -194,9 +194,9 @@ namespace Spine {
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return i + 1;
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}
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/** Returns the first region found with the specified name. This method uses string comparison to find the region, so the result
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* should be cached rather than calling this method multiple times.
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* @return The region, or null. */
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/// <summary>Returns the first region found with the specified name. This method uses string comparison to find the region, so the result
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/// should be cached rather than calling this method multiple times.</summary>
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/// <returns>The region, or null.</returns>
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public AtlasRegion FindRegion (String name) {
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for (int i = 0, n = regions.Count; i < n; i++)
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if (regions[i].name == name) return regions[i];
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@ -35,7 +35,7 @@ using System;
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namespace Spine {
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public interface AttachmentLoader {
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/** @return May be null to not load any attachment. */
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/// <return>May be null to not load any attachment.</return>
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Attachment NewAttachment (Skin skin, AttachmentType type, String name);
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}
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}
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@ -34,7 +34,7 @@
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using System;
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namespace Spine {
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/** Attachment that has a polygon for bounds checking. */
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/// <summary>Attachment that has a polygon for bounds checking.</summary>
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public class BoundingBoxAttachment : Attachment {
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public float[] Vertices { get; set; }
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@ -42,7 +42,7 @@ namespace Spine {
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: base(name) {
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}
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/** @param worldVertices Must have at least the same length as this attachment's vertices. */
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/// <param name="worldVertices">Must have at least the same length as this attachment's vertices.</param>
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public void ComputeWorldVertices (float x, float y, Bone bone, float[] worldVertices) {
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x += bone.worldX;
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y += bone.worldY;
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@ -34,7 +34,7 @@
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using System;
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namespace Spine {
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/** Attachment that displays a texture region. */
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/// <summary>Attachment that displays a texture region.</summary>
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public class RegionAttachment : Attachment {
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public const int X1 = 0;
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public const int Y1 = 1;
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@ -61,7 +61,7 @@ namespace Spine {
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public float WorldScaleX { get { return worldScaleX; } }
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public float WorldScaleY { get { return worldScaleY; } }
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/** @param parent May be null. */
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/// <param name="parent">May be null.</param>
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public Bone (BoneData data, Bone parent) {
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if (data == null) throw new ArgumentNullException("data cannot be null.");
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this.data = data;
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@ -69,7 +69,7 @@ namespace Spine {
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SetToSetupPose();
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}
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/** Computes the world SRT using the parent bone and the local SRT. */
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/// <summary>Computes the world SRT using the parent bone and the local SRT.</summary>
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public void UpdateWorldTransform (bool flipX, bool flipY) {
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Bone parent = this.parent;
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if (parent != null) {
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@ -40,7 +40,7 @@ namespace Spine {
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internal float length, x, y, rotation, scaleX = 1, scaleY = 1;
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internal bool inheritScale, inheritRotation;
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/** May be null. */
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/// <summary>May be null.</summary>
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public BoneData Parent { get { return parent; } }
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public String Name { get { return name; } }
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public float Length { get { return length; } set { length = value; } }
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@ -52,7 +52,7 @@ namespace Spine {
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public bool InheritScale { get { return inheritScale; } set { inheritScale = value; } }
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public bool InheritRotation { get { return inheritRotation; } set { inheritRotation = value; } }
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/** @param parent May be null. */
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/// <param name="parent">May be null.</param>
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public BoneData (String name, BoneData parent) {
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if (name == null) throw new ArgumentNullException("name cannot be null.");
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this.name = name;
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@ -87,7 +87,7 @@ namespace Spine {
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}
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}
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/** Updates the world transform for each bone. */
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/// <summary>Updates the world transform for each bone.</summary>
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public void UpdateWorldTransform () {
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bool flipX = this.flipX;
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bool flipY = this.flipY;
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@ -96,7 +96,7 @@ namespace Spine {
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bones[i].UpdateWorldTransform(flipX, flipY);
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}
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/** Sets the bones and slots to their setup pose values. */
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/// <summary>Sets the bones and slots to their setup pose values.</summary>
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public void SetToSetupPose () {
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SetBonesToSetupPose();
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SetSlotsToSetupPose();
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@ -116,7 +116,7 @@ namespace Spine {
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slots[i].SetToSetupPose(i);
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}
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/** @return May be null. */
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/// <returns>May be null.</returns>
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public Bone FindBone (String boneName) {
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if (boneName == null) throw new ArgumentNullException("boneName cannot be null.");
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List<Bone> bones = this.bones;
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@ -127,7 +127,7 @@ namespace Spine {
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return null;
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}
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/** @return -1 if the bone was not found. */
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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<Bone> bones = this.bones;
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@ -136,7 +136,7 @@ namespace Spine {
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return -1;
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}
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/** @return May be null. */
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/// <returns>May be null.</returns>
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public Slot FindSlot (String slotName) {
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if (slotName == null) throw new ArgumentNullException("slotName cannot be null.");
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List<Slot> slots = this.slots;
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@ -147,7 +147,7 @@ namespace Spine {
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return null;
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}
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/** @return -1 if the bone was not found. */
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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<Slot> slots = this.slots;
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@ -156,28 +156,27 @@ namespace Spine {
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return -1;
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}
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/** Sets a skin by name.
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* @see #setSkin(Skin) */
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/// <summary>Sets a skin by name (see setSkin).</summary>
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public void SetSkin (String skinName) {
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Skin skin = data.FindSkin(skinName);
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if (skin == null) throw new ArgumentException("Skin not found: " + skinName);
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SetSkin(skin);
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}
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/** Sets the skin used to look up attachments not found in the {@link SkeletonData#getDefaultSkin() default skin}. Attachments
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* from the new skin are attached if the corresponding attachment from the old skin was attached.
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* @param newSkin May be null. */
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/// <summary>Sets the skin used to look up attachments not found in the {@link SkeletonData#getDefaultSkin() default skin}. Attachments
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/// from the new skin are attached if the corresponding attachment from the old skin was attached.</summary>
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/// <param name="newSkin">May be null.</param>
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public void SetSkin (Skin newSkin) {
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if (skin != null && newSkin != null) newSkin.AttachAll(this, skin);
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skin = newSkin;
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}
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/** @return May be null. */
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/// <returns>May be null.</returns>
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public Attachment GetAttachment (String slotName, String attachmentName) {
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return GetAttachment(data.FindSlotIndex(slotName), attachmentName);
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}
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/** @return May be null. */
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/// <returns>May be null.</returns>
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public Attachment GetAttachment (int slotIndex, String attachmentName) {
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if (attachmentName == null) throw new ArgumentNullException("attachmentName cannot be null.");
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if (skin != null) {
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@ -188,7 +187,7 @@ namespace Spine {
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return null;
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}
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/** @param attachmentName May be null. */
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/// <param name="attachmentName">May be null.</param>
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public void SetAttachment (String slotName, String attachmentName) {
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if (slotName == null) throw new ArgumentNullException("slotName cannot be null.");
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List<Slot> slots = this.slots;
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@ -111,12 +111,12 @@ namespace Spine {
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}
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/** Returns true if the axis aligned bounding box contains the point. */
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/// <summary>Returns true if the axis aligned bounding box contains the point.</summary>
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public bool AabbContainsPoint (float x, float y) {
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return x >= minX && x <= maxX && y >= minY && y <= maxY;
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}
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/** Returns true if the axis aligned bounding box intersects the line segment. */
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/// <summary>Returns true if the axis aligned bounding box intersects the line segment.</summary>
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public bool AabbIntersectsSegment (float x1, float y1, float x2, float y2) {
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float minX = this.minX;
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float minY = this.minY;
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@ -136,12 +136,12 @@ namespace Spine {
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return false;
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}
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/** Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds. */
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/// <summary>Returns true if the axis aligned bounding box intersects the axis aligned bounding box of the specified bounds.</summary>
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public bool AabbIntersectsSkeleton (SkeletonBounds bounds) {
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return minX < bounds.maxX && maxX > bounds.minX && minY < bounds.maxY && maxY > bounds.minY;
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}
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/** Returns true if the polygon contains the point. */
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/// <summary>Returns true if the polygon contains the point.</summary>
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public bool ContainsPoint (Polygon polygon, float x, float y) {
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float[] vertices = polygon.Vertices;
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int nn = polygon.Count;
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@ -160,8 +160,8 @@ namespace Spine {
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return inside;
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}
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/** Returns the first bounding box attachment that contains the point, or null. When doing many checks, it is usually more
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* efficient to only call this method if {@link #aabbContainsPoint(float, float)} returns true. */
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/// <summary>Returns the first bounding box attachment that contains the point, or null. When doing many checks, it is usually more
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/// efficient to only call this method if {@link #aabbContainsPoint(float, float)} returns true.</summary>
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public BoundingBoxAttachment ContainsPoint (float x, float y) {
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List<Polygon> polygons = Polygons;
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for (int i = 0, n = polygons.Count; i < n; i++)
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@ -169,8 +169,8 @@ namespace Spine {
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return null;
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}
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/** Returns the first bounding box attachment that contains the line segment, or null. When doing many checks, it is usually
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* more efficient to only call this method if {@link #aabbIntersectsSegment(float, float, float, float)} returns true. */
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/// <summary>Returns the first bounding box attachment that contains the line segment, or null. When doing many checks, it is usually
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/// more efficient to only call this method if {@link #aabbIntersectsSegment(float, float, float, float)} returns true.</summary>
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public BoundingBoxAttachment IntersectsSegment (float x1, float y1, float x2, float y2) {
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List<Polygon> polygons = Polygons;
|
||||
for (int i = 0, n = polygons.Count; i < n; i++)
|
||||
@ -178,7 +178,7 @@ namespace Spine {
|
||||
return null;
|
||||
}
|
||||
|
||||
/** Returns true if the polygon contains the line segment. */
|
||||
/// <summary>Returns true if the polygon contains the line segment.</summary>
|
||||
public bool IntersectsSegment (Polygon polygon, float x1, float y1, float x2, float y2) {
|
||||
float[] vertices = polygon.Vertices;
|
||||
int nn = polygon.Count;
|
||||
|
||||
@ -48,7 +48,7 @@ namespace Spine {
|
||||
public List<BoneData> Bones { get { return bones; } } // Ordered parents first.
|
||||
public List<SlotData> Slots { get { return slots; } } // Setup pose draw order.
|
||||
public List<Skin> Skins { get { return skins; } set { skins = value; } }
|
||||
/** May be null. */
|
||||
/// <summary>May be null.</summary>
|
||||
public Skin DefaultSkin { get { return defaultSkin; } set { defaultSkin = value; } }
|
||||
public List<EventData> Events { get { return events; } set { events = value; } }
|
||||
public List<Animation> Animations { get { return animations; } set { animations = value; } }
|
||||
@ -61,7 +61,7 @@ namespace Spine {
|
||||
}
|
||||
|
||||
|
||||
/** @return May be null. */
|
||||
/// <returns>May be null.</returns>
|
||||
public BoneData FindBone (String boneName) {
|
||||
if (boneName == null) throw new ArgumentNullException("boneName cannot be null.");
|
||||
List<BoneData> bones = this.bones;
|
||||
@ -72,7 +72,7 @@ namespace Spine {
|
||||
return null;
|
||||
}
|
||||
|
||||
/** @return -1 if the bone was not found. */
|
||||
/// <returns>-1 if the bone was not found.</returns>
|
||||
public int FindBoneIndex (String boneName) {
|
||||
if (boneName == null) throw new ArgumentNullException("boneName cannot be null.");
|
||||
List<BoneData> bones = this.bones;
|
||||
@ -88,7 +88,7 @@ namespace Spine {
|
||||
slots.Add(slot);
|
||||
}
|
||||
|
||||
/** @return May be null. */
|
||||
/// <returns>May be null.</returns>
|
||||
public SlotData FindSlot (String slotName) {
|
||||
if (slotName == null) throw new ArgumentNullException("slotName cannot be null.");
|
||||
List<SlotData> slots = this.slots;
|
||||
@ -99,7 +99,7 @@ namespace Spine {
|
||||
return null;
|
||||
}
|
||||
|
||||
/** @return -1 if the bone was not found. */
|
||||
/// <returns>-1 if the bone was not found.</returns>
|
||||
public int FindSlotIndex (String slotName) {
|
||||
if (slotName == null) throw new ArgumentNullException("slotName cannot be null.");
|
||||
List<SlotData> slots = this.slots;
|
||||
@ -115,7 +115,7 @@ namespace Spine {
|
||||
skins.Add(skin);
|
||||
}
|
||||
|
||||
/** @return May be null. */
|
||||
/// <returns>May be null.</returns>
|
||||
public Skin FindSkin (String skinName) {
|
||||
if (skinName == null) throw new ArgumentNullException("skinName cannot be null.");
|
||||
foreach (Skin skin in skins)
|
||||
@ -130,7 +130,7 @@ namespace Spine {
|
||||
events.Add(eventData);
|
||||
}
|
||||
|
||||
/** @return May be null. */
|
||||
/// <returns>May be null.</returns>
|
||||
public EventData findEvent (String eventDataName) {
|
||||
if (eventDataName == null) throw new ArgumentNullException("eventDataName cannot be null.");
|
||||
foreach (EventData eventData in events)
|
||||
@ -145,7 +145,7 @@ namespace Spine {
|
||||
animations.Add(animation);
|
||||
}
|
||||
|
||||
/** @return May be null. */
|
||||
/// <returns>May be null.</returns>
|
||||
public Animation FindAnimation (String animationName) {
|
||||
if (animationName == null) throw new ArgumentNullException("animationName cannot be null.");
|
||||
List<Animation> animations = this.animations;
|
||||
|
||||
@ -35,7 +35,7 @@ using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Spine {
|
||||
/** Stores attachments by slot index and attachment name. */
|
||||
/// <summary>Stores attachments by slot index and attachment name.</summary>
|
||||
public class Skin {
|
||||
internal String name;
|
||||
|
||||
@ -52,7 +52,7 @@ namespace Spine {
|
||||
attachments.Add(new KeyValuePair<int, String>(slotIndex, name), attachment);
|
||||
}
|
||||
|
||||
/** @return May be null. */
|
||||
/// <returns>May be null.</returns>
|
||||
public Attachment GetAttachment (int slotIndex, String name) {
|
||||
Attachment attachment;
|
||||
attachments.TryGetValue(new KeyValuePair<int, String>(slotIndex, name), out attachment);
|
||||
@ -75,7 +75,7 @@ namespace Spine {
|
||||
return name;
|
||||
}
|
||||
|
||||
/** Attach all attachments from this skin if the corresponding attachment from the old skin is currently attached. */
|
||||
/// <summary>Attach all attachments from this skin if the corresponding attachment from the old skin is currently attached.</summary>
|
||||
internal void AttachAll (Skeleton skeleton, Skin oldSkin) {
|
||||
foreach (KeyValuePair<KeyValuePair<int, String>, Attachment> entry in oldSkin.attachments) {
|
||||
int slotIndex = entry.Key.Key;
|
||||
|
||||
@ -50,7 +50,7 @@ namespace Spine {
|
||||
public float B { get { return b; } set { b = value; } }
|
||||
public float A { get { return a; } set { a = value; } }
|
||||
|
||||
/** May be null. */
|
||||
/// <summary>May be null.</summary>
|
||||
public Attachment Attachment {
|
||||
get {
|
||||
return attachment;
|
||||
|
||||
@ -47,7 +47,7 @@ namespace Spine {
|
||||
public float G { get { return g; } set { g = value; } }
|
||||
public float B { get { return b; } set { b = value; } }
|
||||
public float A { get { return a; } set { a = value; } }
|
||||
/** @param attachmentName May be null. */
|
||||
/// <summary>May be null.</summary>
|
||||
public String AttachmentName { get { return attachmentName; } set { attachmentName = value; } }
|
||||
public bool AdditiveBlending { get { return additiveBlending; } set { additiveBlending = value; } }
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user