/****************************************************************************** * Spine Runtimes License Agreement * Last updated July 28, 2023. Replaces all prior versions. * * Copyright (c) 2013-2023, 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. *****************************************************************************/ package spine.animation; import spine.Bone; import spine.Event; import spine.MathUtils; import spine.Skeleton; /** Changes a bone's local {@link Bone#scaleX}. */ class ScaleXTimeline extends CurveTimeline1 implements BoneTimeline { private var boneIndex:Int = 0; public function new(frameCount:Int, bezierCount:Int, boneIndex:Int) { super(frameCount, bezierCount, [Property.scaleX + "|" + boneIndex]); this.boneIndex = boneIndex; } public function getBoneIndex():Int { return boneIndex; } override public function apply(skeleton:Skeleton, lastTime:Float, time:Float, events:Array, alpha:Float, blend:MixBlend, direction:MixDirection):Void { var bone:Bone = skeleton.bones[boneIndex]; if (bone.active) bone.scaleX = getScaleValue(time, alpha, blend, direction, bone.scaleX, bone.data.scaleX); } }