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https://github.com/EsotericSoftware/spine-runtimes.git
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87 lines
3.1 KiB
Haxe
87 lines
3.1 KiB
Haxe
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, 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 or
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* 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 THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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package spine.animation;
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import openfl.Vector;
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import spine.Event;
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import spine.Skeleton;
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import spine.Slot;
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class AlphaTimeline extends CurveTimeline1 implements SlotTimeline {
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private static inline var ENTRIES:Int = 4;
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private static inline var R:Float = 1;
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private static inline var G:Float = 2;
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private static inline var B:Float = 3;
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private var slotIndex:Int = 0;
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public function new(frameCount:Int, bezierCount:Int, slotIndex:Int) {
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super(frameCount, bezierCount, Vector.ofArray([Property.alpha + "|" + slotIndex]));
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this.slotIndex = slotIndex;
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}
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public override function getFrameEntries():Int {
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return ENTRIES;
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}
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public function getSlotIndex():Int {
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return slotIndex;
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}
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public override function apply(skeleton:Skeleton, lastTime:Float, time:Float, events:Vector<Event>, alpha:Float, blend:MixBlend,
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direction:MixDirection):Void {
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var slot:Slot = skeleton.slots[slotIndex];
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if (!slot.bone.active)
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return;
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var color:Color = slot.color;
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if (time < frames[0]) // Time is before first frame.
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{
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var setup:Color = slot.data.color;
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switch (blend) {
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case MixBlend.setup:
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color.a = setup.a;
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case MixBlend.first:
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color.a += (setup.a - color.a) * alpha;
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}
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return;
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}
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var a:Float = getCurveValue(time);
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if (alpha == 1) {
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color.a = a;
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} else {
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if (blend == MixBlend.setup)
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color.a = slot.data.color.a;
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color.a += (a - color.a) * alpha;
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}
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}
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}
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