/****************************************************************************** * 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 { internal SlotData data; internal Bone bone; internal Skeleton skeleton; internal float r, g, b, a; internal float attachmentTime; internal Attachment attachment; public SlotData Data { get { return data; } } public Bone Bone { get { return bone; } } public Skeleton Skeleton { get { return skeleton; } } public float R { get { return r; } set { r = value; } } public float G { get { return g; } set { g = value; } } public float B { get { return b; } set { b = value; } } public float A { get { return a; } set { a = value; } } /// May be null. public Attachment Attachment { get { return attachment; } set { attachment = value; attachmentTime = skeleton.time; } } 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."); this.data = data; this.skeleton = skeleton; this.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; } } }