94 lines
3.8 KiB
C#

/******************************************************************************
* 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
/// <summary>
/// Stores a slot's current pose. Slots organize attachments for <see cref="Skeleton.DrawOrder"/> 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.
/// </summary>
public class Slot : Posed<SlotData, SlotPose, SlotPose> {
internal readonly Skeleton skeleton;
internal readonly Bone bone;
internal int attachmentState;
public Slot (SlotData data, Skeleton skeleton)
: base(data, new SlotPose(), new SlotPose()) {
if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
this.skeleton = skeleton;
bone = skeleton.bones.Items[data.boneData.index];
if (data.setup.GetDarkColor().HasValue) {
pose.SetDarkColor(new Color32F());
constrained.SetDarkColor(new Color32F());
}
SetupPose();
}
/// <summary>Copy constructor.</summary>
public Slot (Slot slot, Bone bone, Skeleton skeleton)
: base(slot.data, new SlotPose(), new SlotPose()) {
if (bone == null) throw new ArgumentNullException("bone", "bone cannot be null.");
if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
this.bone = bone;
this.skeleton = skeleton;
if (data.setup.GetDarkColor().HasValue) {
pose.SetDarkColor(new Color32F());
constrained.SetDarkColor(new Color32F());
}
pose.Set(slot.pose);
}
/// <summary>The bone this slot belongs to.</summary>
public Bone Bone { get { return bone; } }
/// <summary>Sets this slot to the setup pose.</summary>
override public void SetupPose () {
pose.SetColor(data.setup.GetColor());
if (pose.GetDarkColor().HasValue) pose.SetDarkColor(data.setup.GetDarkColor());
pose.sequenceIndex = data.setup.sequenceIndex;
if (data.attachmentName == null)
pose.Attachment = null;
else {
pose.attachment = null;
pose.Attachment = skeleton.GetAttachment(data.index, data.attachmentName);
}
}
}
}