/****************************************************************************** * Spine Runtime Software License - Version 1.0 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * Redistribution and use in source and binary forms in whole or in part, with * or without modification, are permitted provided that the following conditions * are met: * * 1. A Spine Single User License or Spine Professional License must be * purchased from Esoteric Software and the license must remain valid: * http://esotericsoftware.com/ * 2. Redistributions of source code must retain this license, which is the * above copyright notice, this declaration of conditions and the following * disclaimer. * 3. Redistributions in binary form must reproduce this license, which is the * above copyright notice, this declaration 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; SetToSetupPose(); } internal void SetToSetupPose (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 SetToSetupPose () { SetToSetupPose(Skeleton.Data.Slots.IndexOf(Data)); } override public String ToString () { return Data.Name; } } }