mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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94 lines
3.8 KiB
C#
94 lines
3.8 KiB
C#
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#if UNITY_5_3_OR_NEWER
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#define IS_UNITY
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#endif
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using System;
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namespace Spine {
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#if IS_UNITY
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using Color32F = UnityEngine.Color;
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#endif
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/// <summary>
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/// Stores a slot's current pose. Slots organize attachments for <see cref="Skeleton.DrawOrder"/> purposes and provide a place to store
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/// state for an attachment.State cannot be stored in an attachment itself because attachments are stateless and may be shared
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/// across multiple skeletons.
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/// </summary>
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public class Slot : Posed<SlotData, SlotPose, SlotPose> {
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internal readonly Skeleton skeleton;
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internal readonly Bone bone;
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internal int attachmentState;
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public Slot (SlotData data, Skeleton skeleton)
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: base(data, new SlotPose(), new SlotPose()) {
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if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
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this.skeleton = skeleton;
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bone = skeleton.bones.Items[data.boneData.index];
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if (data.setup.GetDarkColor().HasValue) {
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pose.SetDarkColor(new Color32F());
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constrained.SetDarkColor(new Color32F());
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}
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SetupPose();
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}
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/// <summary>Copy constructor.</summary>
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public Slot (Slot slot, Bone bone, Skeleton skeleton)
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: base(slot.data, new SlotPose(), new SlotPose()) {
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if (bone == null) throw new ArgumentNullException("bone", "bone cannot be null.");
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if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
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this.bone = bone;
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this.skeleton = skeleton;
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if (data.setup.GetDarkColor().HasValue) {
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pose.SetDarkColor(new Color32F());
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constrained.SetDarkColor(new Color32F());
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}
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pose.Set(slot.pose);
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}
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/// <summary>The bone this slot belongs to.</summary>
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public Bone Bone { get { return bone; } }
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/// <summary>Sets this slot to the setup pose.</summary>
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override public void SetupPose () {
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pose.SetColor(data.setup.GetColor());
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if (pose.GetDarkColor().HasValue) pose.SetDarkColor(data.setup.GetDarkColor());
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pose.sequenceIndex = data.setup.sequenceIndex;
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if (data.attachmentName == null)
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pose.Attachment = null;
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else {
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pose.attachment = null;
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pose.Attachment = skeleton.GetAttachment(data.index, data.attachmentName);
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}
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}
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}
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}
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