mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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166 lines
6.1 KiB
C#
166 lines
6.1 KiB
C#
/******************************************************************************
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* Spine Runtime Software License - Version 1.1
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*
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms in whole or in part, with
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* or without modification, are permitted provided that the following conditions
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* are met:
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*
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* 1. A Spine Essential, Professional, Enterprise, or Education License must
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* be purchased from Esoteric Software and the license must remain valid:
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* http://esotericsoftware.com/
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* 2. Redistributions of source code must retain this license, which is the
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* above copyright notice, this declaration of conditions and the following
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* disclaimer.
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* 3. Redistributions in binary form must reproduce this license, which is the
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* above copyright notice, this declaration of conditions and the following
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* disclaimer, in the documentation and/or other materials provided with the
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* distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY 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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY 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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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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 THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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using System.Collections.Generic;
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namespace Spine {
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public class SkeletonData {
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internal String name;
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internal List<BoneData> bones = new List<BoneData>();
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internal List<SlotData> slots = new List<SlotData>();
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internal List<Skin> skins = new List<Skin>();
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internal Skin defaultSkin;
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internal List<EventData> events = new List<EventData>();
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internal List<Animation> animations = new List<Animation>();
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public String Name { get { return name; } set { name = value; } }
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public List<BoneData> Bones { get { return bones; } } // Ordered parents first.
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public List<SlotData> Slots { get { return slots; } } // Setup pose draw order.
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public List<Skin> Skins { get { return skins; } set { skins = value; } }
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/// <summary>May be null.</summary>
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public Skin DefaultSkin { get { return defaultSkin; } set { defaultSkin = value; } }
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public List<EventData> Events { get { return events; } set { events = value; } }
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public List<Animation> Animations { get { return animations; } set { animations = value; } }
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// --- Bones.
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public void AddBone (BoneData bone) {
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if (bone == null) throw new ArgumentNullException("bone cannot be null.");
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bones.Add(bone);
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}
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/// <returns>May be null.</returns>
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public BoneData FindBone (String boneName) {
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if (boneName == null) throw new ArgumentNullException("boneName cannot be null.");
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List<BoneData> bones = this.bones;
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for (int i = 0, n = bones.Count; i < n; i++) {
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BoneData bone = bones[i];
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if (bone.name == boneName) return bone;
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}
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return null;
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}
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/// <returns>-1 if the bone was not found.</returns>
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public int FindBoneIndex (String boneName) {
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if (boneName == null) throw new ArgumentNullException("boneName cannot be null.");
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List<BoneData> bones = this.bones;
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for (int i = 0, n = bones.Count; i < n; i++)
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if (bones[i].name == boneName) return i;
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return -1;
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}
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// --- Slots.
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public void AddSlot (SlotData slot) {
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if (slot == null) throw new ArgumentNullException("slot cannot be null.");
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slots.Add(slot);
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}
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/// <returns>May be null.</returns>
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public SlotData FindSlot (String slotName) {
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if (slotName == null) throw new ArgumentNullException("slotName cannot be null.");
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List<SlotData> slots = this.slots;
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for (int i = 0, n = slots.Count; i < n; i++) {
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SlotData slot = slots[i];
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if (slot.name == slotName) return slot;
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}
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return null;
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}
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/// <returns>-1 if the bone was not found.</returns>
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public int FindSlotIndex (String slotName) {
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if (slotName == null) throw new ArgumentNullException("slotName cannot be null.");
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List<SlotData> slots = this.slots;
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for (int i = 0, n = slots.Count; i < n; i++)
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if (slots[i].name == slotName) return i;
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return -1;
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}
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// --- Skins.
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public void AddSkin (Skin skin) {
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if (skin == null) throw new ArgumentNullException("skin cannot be null.");
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skins.Add(skin);
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}
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/// <returns>May be null.</returns>
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public Skin FindSkin (String skinName) {
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if (skinName == null) throw new ArgumentNullException("skinName cannot be null.");
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foreach (Skin skin in skins)
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if (skin.name == skinName) return skin;
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return null;
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}
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// --- Events.
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public void AddEvent (EventData eventData) {
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if (eventData == null) throw new ArgumentNullException("eventData cannot be null.");
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events.Add(eventData);
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}
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/// <returns>May be null.</returns>
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public EventData FindEvent (String eventDataName) {
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if (eventDataName == null) throw new ArgumentNullException("eventDataName cannot be null.");
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foreach (EventData eventData in events)
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if (eventData.Name == eventDataName) return eventData;
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return null;
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}
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// --- Animations.
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public void AddAnimation (Animation animation) {
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if (animation == null) throw new ArgumentNullException("animation cannot be null.");
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animations.Add(animation);
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}
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/// <returns>May be null.</returns>
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public Animation FindAnimation (String animationName) {
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if (animationName == null) throw new ArgumentNullException("animationName cannot be null.");
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List<Animation> animations = this.animations;
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for (int i = 0, n = animations.Count; i < n; i++) {
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Animation animation = animations[i];
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if (animation.Name == animationName) return animation;
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}
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return null;
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}
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// ---
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override public String ToString () {
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return name ?? base.ToString();
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}
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}
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}
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