NathanSweet b0c96fd66b Typo
2014-01-11 21:20:46 +01:00

95 lines
3.4 KiB
C#

/******************************************************************************
* Spine Runtimes Software License
* Version 2
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software, you may not (a) modify, translate, adapt or
* otherwise create derivative works, improvements of the Software or develop
* new applications using the Software or (b) remove, delete, alter or obscure
* any trademarks or any copyright, trademark, patent or other intellectual
* property or proprietary rights notices on or in the Software, including
* any copy thereof. Redistributions in binary or source form must include
* this license and terms. THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE
* "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 SOFTARE 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; } }
/// <summary>May be null.</summary>
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;
}
}
}