/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2026, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using System; using System.Text; namespace Spine { /// /// Holds texture regions, UVs, and vertex offsets for rendering a region or mesh attachment. must /// be populated and called before use. /// public class Sequence { static int nextID = 0; static readonly Object nextIdLock = new Object(); internal readonly int id; internal readonly TextureRegion[] regions; internal readonly bool pathSuffix; internal float[][] uvs, offsets; internal int start, digits, setupIndex; public int Start { get { return start; } set { start = value; } } public int Digits { get { return digits; } set { digits = value; } } /// The index of the region to show for the setup pose. public int SetupIndex { get { return setupIndex; } set { setupIndex = value; } } public TextureRegion[] Regions { get { return regions; } } public bool PathSuffix { get { return pathSuffix; } } /// Returns a unique ID for this attachment. public int Id { get { return id; } } public Sequence (int count, bool pathSuffix) { lock (Sequence.nextIdLock) { id = Sequence.nextID++; } regions = new TextureRegion[count]; this.pathSuffix = pathSuffix; } /// Copy constructor. public Sequence (Sequence other) { lock (Sequence.nextIdLock) { id = Sequence.nextID++; } int regionCount = other.regions.Length; regions = new TextureRegion[regionCount]; Array.Copy(other.regions, 0, regions, 0, regionCount); start = other.start; digits = other.digits; setupIndex = other.setupIndex; pathSuffix = other.pathSuffix; if (other.uvs != null) { int length = other.uvs[0].Length; uvs = new float[regionCount][]; for (int i = 0; i < regionCount; i++) { uvs[i] = new float[length]; Array.Copy(other.uvs[i], 0, uvs[i], 0, length); } } if (other.offsets != null) { offsets = new float[regionCount][]; for (int i = 0; i < regionCount; i++) { offsets[i] = new float[8]; Array.Copy(other.offsets[i], 0, offsets[i], 0, 8); } } } public void Update (IHasSequence attachment) { int regionCount = regions.Length; RegionAttachment region = attachment as RegionAttachment; if (region != null) { uvs = new float[regionCount][]; offsets = new float[regionCount][]; for (int i = 0; i < regionCount; i++) { uvs[i] = new float[8]; offsets[i] = new float[8]; RegionAttachment.ComputeUVs(regions[i], region.x, region.y, region.scaleX, region.scaleY, region.rotation, region.width, region.height, offsets[i], uvs[i]); } } else { MeshAttachment mesh = attachment as MeshAttachment; if (mesh != null) { float[] regionUVs = mesh.regionUVs; uvs = new float[regionCount][]; offsets = null; for (int i = 0; i < regionCount; i++) { uvs[i] = new float[regionUVs.Length]; MeshAttachment.ComputeUVs(regions[i], regionUVs, uvs[i]); } } } } public int ResolveIndex (SlotPose pose) { int index = pose.SequenceIndex; if (index == -1) index = setupIndex; if (index >= regions.Length) index = regions.Length - 1; return index; } public TextureRegion GetRegion (int index) { return regions[index]; } public float[] GetUVs (int index) { return uvs[index]; } /// /// Returns vertex offsets from the center of a . Invalid to call for a . /// public float[] GetOffsets (int index) { return offsets[index]; } public string GetPath (string basePath, int index) { if (!pathSuffix) return basePath; var buffer = new StringBuilder(basePath.Length + digits); buffer.Append(basePath); string frame = (start + index).ToString(); for (int i = digits - frame.Length; i > 0; i--) buffer.Append('0'); buffer.Append(frame); return buffer.ToString(); } } public enum SequenceMode { Hold, Once, Loop, Pingpong, OnceReverse, LoopReverse, PingpongReverse } }