/******************************************************************************* * Copyright (c) 2013, Esoteric Software * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this * list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS 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. ******************************************************************************/ using System; namespace Spine { public class Slot { public SlotData Data { get; private set; } public Bone Bone { get; private set; } public Skeleton Skeleton { get; private set; } public float R { get; set; } public float G { get; set; } public float B { get; set; } public float A { get; set; } /** May be null. */ private Attachment attachment; public Attachment Attachment { get { return attachment; } set { attachment = value; attachmentTime = Skeleton.Time; } } private float attachmentTime; public float AttachmentTime { get { return Skeleton.Time - attachmentTime; } set { attachmentTime = Skeleton.Time - value; } } public Slot (SlotData data, Skeleton skeleton, Bone bone) { if (data == null) throw new ArgumentNullException("data cannot be null."); if (skeleton == null) throw new ArgumentNullException("skeleton cannot be null."); if (bone == null) throw new ArgumentNullException("bone cannot be null."); Data = data; Skeleton = skeleton; Bone = bone; SetToBindPose(); } internal void SetToBindPose (int slotIndex) { R = Data.R; G = Data.G; B = Data.B; A = Data.A; Attachment = Data.AttachmentName == null ? null : Skeleton.GetAttachment(slotIndex, Data.AttachmentName); } public void SetToBindPose () { SetToBindPose(Skeleton.Data.Slots.IndexOf(Data)); } override public String ToString () { return Data.Name; } } }