------------------------------------------------------------------------------- -- Spine Runtimes Software License -- Version 2.1 -- -- Copyright (c) 2013, Esoteric Software -- All rights reserved. -- -- You are granted a perpetual, non-exclusive, non-sublicensable and -- non-transferable license to install, execute and perform the Spine Runtimes -- Software (the "Software") solely for internal use. Without the written -- permission of Esoteric Software (typically granted by licensing Spine), you -- may not (a) modify, translate, adapt or otherwise create derivative works, -- improvements of the Software or develop new applications using the Software -- or (b) remove, delete, alter or obscure any trademarks or any copyright, -- trademark, patent or other intellectual property or proprietary rights -- notices on or in the Software, including any copy thereof. Redistributions -- in binary or source form must include this license and terms. -- -- THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR -- IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF -- MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO -- EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, -- PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; -- OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, -- WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR -- OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF -- ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ------------------------------------------------------------------------------- local Slot = {} function Slot.new (slotData, bone) if not slotData then error("slotData cannot be nil", 2) end if not bone then error("bone cannot be nil", 2) end local self = { data = slotData, bone = bone, r = 1, g = 1, b = 1, a = 1, attachment = nil, attachmentTime = 0, attachmentVertices = nil, attachmentVerticesCount = 0 } function self:setColor (r, g, b, a) self.r = r self.g = g self.b = b self.a = a end function self:setAttachment (attachment) self.attachment = attachment self.attachmentTime = self.bone.skeleton.time self.attachmentVerticesCount = 0 end function self:setAttachmentTime (time) self.attachmentTime = self.bone.skeleton.time - time end function self:getAttachmentTime () return self.bone.skeleton.time - self.attachmentTime end function self:setToSetupPose () local data = self.data self:setColor(data.r, data.g, data.b, data.a) local attachment if data.attachmentName then attachment = self.bone.skeleton:getAttachment(data.name, data.attachmentName) end self:setAttachment(attachment) end self:setToSetupPose() return self end return Slot