/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, 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.
*****************************************************************************/
#if UNITY_5_3_OR_NEWER
#define IS_UNITY
#endif
using System;
namespace Spine {
#if IS_UNITY
using Color32F = UnityEngine.Color;
#endif
///
/// Stores a slot's pose. Slots organize attachments for 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 SlotPose : IPose {
// Color is a struct, thus set to protected to prevent
// Color color = slot.color; color.a = 0.5; modifying just a copy of the struct instead of the original
// object as in reference implementation.
protected Color32F color = new Color32F(1, 1, 1, 1);
protected Color32F? darkColor = null;
internal Attachment attachment; // Not used in setup pose.
internal int sequenceIndex;
internal readonly ExposedList deform = new ExposedList();
internal SlotPose () {
}
public void Set (SlotPose pose) {
if (pose == null) throw new ArgumentNullException("pose", "pose cannot be null.");
color = pose.color;
if (darkColor.HasValue) darkColor = pose.darkColor;
attachment = pose.attachment;
sequenceIndex = pose.sequenceIndex;
deform.Clear(false);
deform.AddRange(pose.deform);
}
/// A copy of the color used to tint the slot's attachment. If is set, this is used as the light color for two
/// color tinting.
public Color32F GetColor () {
return color;
}
/// Sets the color used to tint the slot's attachment. If is set, this is used as the light color for two
/// color tinting.
public void SetColor (Color32F color) {
this.color = color;
}
/// Clamps the color used to tint the slot's attachment to the 0-1 range.
public void ClampColor () {
color.Clamp();
}
/// A copy of the dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not used. The dark
/// color's alpha is not used.
public Color32F? GetDarkColor () {
return darkColor;
}
/// Sets the dark color used to tint the slot's attachment for two color tinting, or null if two color tinting is not used. The dark
/// color's alpha is not used.
public void SetDarkColor (Color32F? darkColor) {
this.darkColor = darkColor;
}
/// Clamps the dark color used to tint the slot's attachment to the 0-1 range.
public void ClampDarkColor () {
if (darkColor.HasValue) darkColor = darkColor.Value.Clamp();
}
///
/// The current attachment for the slot, or null if the slot has no attachment.
/// If the attachment is changed, resets and clears the .
/// The deform is not cleared if the old attachment has the same as the
/// specified attachment.
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 the .
/// The deform is not cleared if the old attachment has the same as the
/// specified attachment.
/// May be null.
set {
if (attachment == value) return;
if (!(value is VertexAttachment) || !(this.attachment is VertexAttachment)
|| ((VertexAttachment)value).TimelineAttachment != ((VertexAttachment)this.attachment).TimelineAttachment) {
deform.Clear();
}
this.attachment = value;
sequenceIndex = -1;
}
}
///
/// The index of the texture region to display when the slot's attachment has a . -1 represents the
/// .
///
public int SequenceIndex { get { return sequenceIndex; } set { sequenceIndex = value; } }
/// 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 Deform {
get {
return deform;
}
}
}
}